-- vim: syntax=lua
-- bgfx interface

version(135)

typedef "bool"
typedef "char"
typedef "float"
typedef "int8_t"
typedef "int32_t"
typedef "int64_t"
typedef "uint8_t"
typedef "uint16_t"
typedef "uint32_t"
typedef "uint64_t"
typedef "uintptr_t"
typedef "va_list"
typedef "void"

typedef "ViewId"
typedef "CallbackI"      { cname = "callback_interface" }
typedef "bx::AllocatorI" { cname = "allocator_interface" }

--- Memory release callback.
funcptr.ReleaseFn
	"void"
	.ptr        "void*" --- Pointer to allocated data.
	.userData   "void*" --- User defined data if needed.

--- Color RGB/alpha/depth write. When it's not specified write will be disabled.
flag.StateWrite { bits = 64 , base = 1 }
	.R                        --- Enable R write.
	.G                        --- Enable G write.
	.B                        --- Enable B write.
	.A                        --- Enable alpha write.
	.Z (39)                   --- Enable depth write.
	.Rgb  { "R",   "G", "B" } --- Enable RGB write.
	.Mask { "Rgb", "A", "Z" } --- Write all channels mask.

--- Depth test state. When `BGFX_STATE_DEPTH_` is not specified depth test will be disabled.
flag.StateDepthTest { bits = 64, shift = 4, range = 4, base = 1 , desc = "Depth test state" }
	.Less     --- Enable depth test, less.
	.Lequal   --- Enable depth test, less or equal.
	.Equal    --- Enable depth test, equal.
	.Gequal   --- Enable depth test, greater or equal.
	.Greater  --- Enable depth test, greater.
	.Notequal --- Enable depth test, not equal.
	.Never    --- Enable depth test, never.
	.Always   --- Enable depth test, always.
	()

--- Use BGFX_STATE_BLEND_FUNC(_src, _dst) or BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)
--- helper macros.
flag.StateBlend { bits = 64, shift = 12, range = 16, base = 1, desc = "Blend state" }
	.Zero        --- 0, 0, 0, 0
	.One         --- 1, 1, 1, 1
	.SrcColor    --- Rs, Gs, Bs, As
	.InvSrcColor --- 1-Rs, 1-Gs, 1-Bs, 1-As
	.SrcAlpha    --- As, As, As, As
	.InvSrcAlpha --- 1-As, 1-As, 1-As, 1-As
	.DstAlpha    --- Ad, Ad, Ad, Ad
	.InvDstAlpha --- 1-Ad, 1-Ad, 1-Ad ,1-Ad
	.DstColor    --- Rd, Gd, Bd, Ad
	.InvDstColor --- 1-Rd, 1-Gd, 1-Bd, 1-Ad
	.SrcAlphaSat --- f, f, f, 1; f = min(As, 1-Ad)
	.Factor      --- Blend factor
	.InvFactor   --- 1-Blend factor
	()

--- Use BGFX_STATE_BLEND_EQUATION(_equation) or BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)
--- helper macros.
flag.StateBlendEquation { bits = 64, shift = 28, range = 6, base = 0, desc = "Blend equation" }
	.Add    --- Blend add: src + dst.
	.Sub    --- Blend subtract: src - dst.
	.Revsub --- Blend reverse subtract: dst - src.
	.Min    --- Blend min: min(src, dst).
	.Max    --- Blend max: max(src, dst).
	()

--- Cull state. When `BGFX_STATE_CULL_*` is not specified culling will be disabled.
flag.StateCull { bits = 64, shift = 36, range = 2, base = 1, desc = "Culling mode" }
	.Cw  --- Cull clockwise triangles.
	.Ccw --- Cull counter-clockwise triangles.
	()

--- Alpha reference value.
flag.StateAlphaRef { bits = 64, shift = 40, range = 8, desc = "Alpha reference", "helper" }

flag.StatePt { bits = 64, shift = 48, range = 3, base = 1, desc = "Primitive type" }
	.Tristrip  --- Tristrip.
	.Lines     --- Lines.
	.Linestrip --- Line strip.
	.Points    --- Points.
	()

--- Point size value.
flag.StatePointSize { bits = 64, shift = 52, range = 4, desc = "Point size", "helper" }

--- Enable MSAA write when writing into MSAA frame buffer.
--- This flag is ignored when not writing into MSAA frame buffer.
flag.State { bits = 64 , range = 64 , desc = "State" }
	.Msaa (57)                 --- Enable MSAA rasterization.
	.Lineaa (58)               --- Enable line AA rasterization.
	.ConservativeRaster (59)   --- Enable conservative rasterization.
	.None (0)                  --- No state.
	.FrontCcw(40)              --- Front counter-clockwise (default is clockwise).
	.BlendIndependent(35)      --- Enable blend independent.
	.BlendAlphaToCoverage (36) --- Enable alpha to coverage.
	.Default { "WriteRgb", "WriteA", "WriteZ", "DepthTestLess", "CullCw", "Msaa" }
	 --- Default state is write to RGB, alpha, and depth with depth test less enabled, with clockwise
	 --- culling and MSAA (when writing into MSAA frame buffer, otherwise this flag is ignored).

--- Do not use!
flag.StateReserved { bits = 64, shift = 61, range = 3 }

--- Set stencil ref value.
flag.StencilFuncRef { bits = 32, shift = 0, range = 8, "helper" }

--- Set stencil rmask value.
flag.StencilFuncRmask { bits = 32, shift = 8, range = 8, "helper" }

flag.Stencil { bits = 32, const }
	.None    (0x00000000)
	.Mask    (0xffffffff)
	.Default (0x00000000)

flag.StencilTest { bits = 32, shift = 16, range = 4 , base = 1, desc = "Stencil test" }
	.Less     --- Enable stencil test, less.
	.Lequal   --- Enable stencil test, less or equal.
	.Equal    --- Enable stencil test, equal.
	.Gequal   --- Enable stencil test, greater or equal.
	.Greater  --- Enable stencil test, greater.
	.Notequal --- Enable stencil test, not equal.
	.Never    --- Enable stencil test, never.
	.Always   --- Enable stencil test, always.
	()

flag.StencilOpFailS { bits = 32, shift = 20, range = 4, base = 0, desc = "Stencil operation fail" }
	.Zero    --- Zero.
	.Keep    --- Keep.
	.Replace --- Replace.
	.Incr    --- Increment and wrap.
	.Incrsat --- Increment and clamp.
	.Decr    --- Decrement and wrap.
	.Decrsat --- Decrement and clamp.
	.Invert  --- Invert.
	()

flag.StencilOpFailZ { bits = 32, shift = 24, range = 4, base = 0, desc = "Stencil operation depth fail" }
	.Zero    --- Zero.
	.Keep    --- Keep.
	.Replace --- Replace.
	.Incr    --- Increment and wrap.
	.Incrsat --- Increment and clamp.
	.Decr    --- Decrement and wrap.
	.Decrsat --- Decrement and clamp.
	.Invert  --- Invert.
	()

flag.StencilOpPassZ { bits = 32, shift = 28, range = 4 , base = 0, desc = "Stencil operation depth pass" }
	.Zero    --- Zero.
	.Keep    --- Keep.
	.Replace --- Replace.
	.Incr    --- Increment and wrap.
	.Incrsat --- Increment and clamp.
	.Decr    --- Decrement and wrap.
	.Decrsat --- Decrement and clamp.
	.Invert  --- Invert.
	()

flag.Clear { bits = 16 }
	.None                 --- No clear flags.
	.Color                --- Clear color.
	.Depth                --- Clear depth.
	.Stencil              --- Clear stencil.
	.DiscardColor_0       --- Discard frame buffer attachment 0.
	.DiscardColor_1       --- Discard frame buffer attachment 1.
	.DiscardColor_2       --- Discard frame buffer attachment 2.
	.DiscardColor_3       --- Discard frame buffer attachment 3.
	.DiscardColor_4       --- Discard frame buffer attachment 4.
	.DiscardColor_5       --- Discard frame buffer attachment 5.
	.DiscardColor_6       --- Discard frame buffer attachment 6.
	.DiscardColor_7       --- Discard frame buffer attachment 7.
	.DiscardDepth         --- Discard frame buffer depth attachment.
	.DiscardStencil       --- Discard frame buffer stencil attachment.
	.DiscardColorMask {
		"DiscardColor_0",
		"DiscardColor_1",
		"DiscardColor_2",
		"DiscardColor_3",
		"DiscardColor_4",
		"DiscardColor_5",
		"DiscardColor_6",
		"DiscardColor_7"
	}
	.DiscardMask {
		"DiscardColorMask",
		"DiscardDepth",
		"DiscardStencil"
	}

--- Rendering state discard. When state is preserved in submit, rendering states can be discarded
--- on a finer grain.
flag.Discard { bits = 8, const, desc = "Discard flags" }
	.None          (0x00) --- Preserve everything.
	.Bindings      (0x01) --- Discard texture sampler and buffer bindings.
	.IndexBuffer   (0x02) --- Discard index buffer.
	.InstanceData  (0x04) --- Discard instance data.
	.State         (0x08) --- Discard state and uniform bindings.
	.Transform     (0x10) --- Discard transform.
	.VertexStreams (0x20) --- Discard vertex streams.
	.All           (0xff) --- Discard all states.
	()

flag.Debug { bits = 32 }
	.None      --- No debug.
	.Wireframe --- Enable wireframe for all primitives.
	.Ifh       --- Enable infinitely fast hardware test. No draw calls will be submitted to driver.
	           --- It's useful when profiling to quickly assess bottleneck between CPU and GPU.
	.Stats     --- Enable statistics display.
	.Text      --- Enable debug text display.
	.Profiler  --- Enable profiler. This causes per-view statistics to be collected, available through `bgfx::Stats::ViewStats`. This is unrelated to the profiler functions in `bgfx::CallbackI`.
	()

flag.BufferComputeFormat { bits = 16, shift = 0, range = 4, base = 1 }
	._8x1  --- 1 x 8-bit value
	._8x2  --- 2 x 8-bit values
	._8x4  --- 4 x 8-bit values
	._16x1 --- 1 x 16-bit value
	._16x2 --- 2 x 16-bit values
	._16x4 --- 4 x 16-bit values
	._32x1 --- 1 x 32-bit value
	._32x2 --- 2 x 32-bit values
	._32x4 --- 4 x 32-bit values
	()

flag.BufferComputeType { bits = 16, shift = 4, range = 2, base = 1 }
	.Int   --- Type `int`.
	.Uint  --- Type `uint`.
	.Float --- Type `float`.
	()

flag.Buffer { bits = 16, base = 8 }
	.None(0)
	.ComputeRead  --- Buffer will be read by shader.
	.ComputeWrite --- Buffer will be used for writing.
	.DrawIndirect --- Buffer will be used for storing draw indirect commands.
	.AllowResize  --- Allow dynamic index/vertex buffer resize during update.
	.Index32      --- Index buffer contains 32-bit indices.
	.ComputeReadWrite { "ComputeRead" , "ComputeWrite" }
	()

flag.Texture { bits = 64 }
	.None         (0)
	.MsaaSample   (36) --- Texture will be used for MSAA sampling.
	.Rt           (37) --- Render target no MSAA.
	.ComputeWrite (45) --- Texture will be used for compute write.
	.Srgb         (46) --- Sample texture as sRGB.
	.BlitDst      (47) --- Texture will be used as blit destination.
	.ReadBack     (48) --- Texture will be used for read back from GPU.
	()

flag.TextureRtMsaa { bits = 64, shift = 36, range = 3 , base = 2 }
	.X2  --- Render target MSAAx2 mode.
	.X4  --- Render target MSAAx4 mode.
	.X8  --- Render target MSAAx8 mode.
	.X16 --- Render target MSAAx16 mode.
	()

flag.TextureRt { bits = 64, shift = 36, range = 4 }
	.WriteOnly (9) --- Render target will be used for writing

--- Sampler flags.
flag.SamplerU { bits = 32, shift = 0, range = 2, base = 1 }
	.Mirror --- Wrap U mode: Mirror
	.Clamp  --- Wrap U mode: Clamp
	.Border --- Wrap U mode: Border
	()

flag.SamplerV { bits = 32, shift = 2, range = 2, base = 1 }
	.Mirror --- Wrap V mode: Mirror
	.Clamp  --- Wrap V mode: Clamp
	.Border --- Wrap V mode: Border
	()

flag.SamplerW { bits = 32, shift = 4, range = 2, base = 1 }
	.Mirror --- Wrap W mode: Mirror
	.Clamp  --- Wrap W mode: Clamp
	.Border --- Wrap W mode: Border
	()

flag.SamplerMin { bits = 32, shift = 6, range = 2, base = 1 }
	.Point       --- Min sampling mode: Point
	.Anisotropic --- Min sampling mode: Anisotropic
	()

flag.SamplerMag { bits = 32, shift = 8, range = 2, base = 1 }
	.Point       --- Mag sampling mode: Point
	.Anisotropic --- Mag sampling mode: Anisotropic
	()

flag.SamplerMip { bits = 32, shift = 10, range = 1, base = 1 }
	.Point --- Mip sampling mode: Point
	()

flag.SamplerCompare { bits = 32 , shift = 16, range = 4, base = 1 }
	.Less     --- Compare when sampling depth texture: less.
	.Lequal   --- Compare when sampling depth texture: less or equal.
	.Equal    --- Compare when sampling depth texture: equal.
	.Gequal   --- Compare when sampling depth texture: greater or equal.
	.Greater  --- Compare when sampling depth texture: greater.
	.Notequal --- Compare when sampling depth texture: not equal.
	.Never    --- Compare when sampling depth texture: never.
	.Always   --- Compare when sampling depth texture: always.
	()

flag.SamplerBorderColor { bits = 32, shift = 24, range = 4, "helper" }
flag.SamplerReserved { bits = 32, shift = 28, range = 4 }

flag.Sampler { bits = 32 }
	.None
	.SampleStencil (21)  --- Sample stencil instead of depth.
	.Point     { "MinPoint", "MagPoint", "MipPoint" }
	.UvwMirror { "UMirror",  "VMirror",  "WMirror"  }
	.UvwClamp  { "UClamp",   "VClamp",   "WClamp"   }
	.UvwBorder { "UBorder",  "VBorder",  "WBorder"  }
	.BitsMask  {
		"UMask",
		"VMask",
		"WMask",
		"MinMask",
		"MagMask",
		"MipMask",
		"CompareMask"
	}
	()

flag.ResetMsaa { bits = 32, shift = 4, range = 3, base = 1 }
	.X2  --- Enable 2x MSAA.
	.X4  --- Enable 4x MSAA.
	.X8  --- Enable 8x MSAA.
	.X16 --- Enable 16x MSAA.
	()

flag.Reset { bits = 32 }
	.None                     ( 0) --- No reset flags.
	.Fullscreen               ( 1) --- Not supported yet.
	.Vsync                    ( 8) --- Enable V-Sync.
	.Maxanisotropy            ( 9) --- Turn on/off max anisotropy.
	.Capture                  (10) --- Begin screen capture.
	.FlushAfterRender         (14) --- Flush rendering after submitting to GPU.
	.FlipAfterRender          (15) --- This flag specifies where flip occurs. Default behaviour is that flip occurs
	                               --- before rendering new frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`.
	.SrgbBackbuffer           (16) --- Enable sRGB backbuffer.
	.Hdr10                    (17) --- Enable HDR10 rendering.
	.Hidpi                    (18) --- Enable HiDPI rendering.
	.DepthClamp               (19) --- Enable depth clamp.
	.Suspend                  (20) --- Suspend rendering.
	.TransparentBackbuffer    (21) --- Transparent backbuffer. Availability depends on: `BGFX_CAPS_TRANSPARENT_BACKBUFFER`.
	()

flag.ResetFullscreen { bits = 32, shift = 0, range = 1, base = 1 }
	()

flag.ResetReserved { bits = 32, shift = 31, range = 1 , desc = "Internal" }

flag.Caps { bits = 64, base = 1, name = "Caps" }
	.AlphaToCoverage        --- Alpha to coverage is supported.
	.BlendIndependent       --- Blend independent is supported.
	.Compute                --- Compute shaders are supported.
	.ConservativeRaster     --- Conservative rasterization is supported.
	.DrawIndirect           --- Draw indirect is supported.
	.DrawIndirectCount      --- Draw indirect with indirect count is supported.
	.FragmentDepth          --- Fragment depth is available in fragment shader.
	.FragmentOrdering       --- Fragment ordering is available in fragment shader.
	.GraphicsDebugger       --- Graphics debugger is present.
	.Hdr10                  --- HDR10 rendering is supported.
	.Hidpi                  --- HiDPI rendering is supported.
	.ImageRw                --- Image Read/Write is supported.
	.Index32                --- 32-bit indices are supported.
	.Instancing             --- Instancing is supported.
	.OcclusionQuery         --- Occlusion query is supported.
	.PrimitiveId            --- PrimitiveID is available in fragment shader.
	.RendererMultithreaded  --- Renderer is on separate thread.
	.SwapChain              --- Multiple windows are supported.
	.TextureBlit            --- Texture blit is supported.
	.TextureCompareLequal   --- Texture compare less equal mode is supported.
	.TextureCompareReserved
	.TextureCubeArray       --- Cubemap texture array is supported.
	.TextureDirectAccess    --- CPU direct access to GPU texture memory.
	.TextureReadBack        --- Read-back texture is supported.
	.Texture_2dArray        --- 2D texture array is supported.
	.Texture_3d             --- 3D textures are supported.
	.TransparentBackbuffer  --- Transparent back buffer supported.
	.VariableRateShading    --- Variable Rate Shading
	.VertexAttribHalf       --- Vertex attribute half-float is supported.
	.VertexAttribUint10     --- Vertex attribute 10_10_10_2 is supported.
	.VertexId               --- Rendering with VertexID only is supported.
	.ViewportLayerArray     --- Viewport layer is available in vertex shader.

	.TextureCompareAll      --- All texture compare modes are supported.
	 { "TextureCompareReserved", "TextureCompareLequal" }
	()

flag.CapsFormat { bits = 32 }
	.TextureNone             --- Texture format is not supported.
	.Texture_2d              --- Texture format is supported.
	.Texture_2dSrgb          --- Texture as sRGB format is supported.
	.Texture_2dEmulated      --- Texture format is emulated.
	.Texture_3d              --- Texture format is supported.
	.Texture_3dSrgb          --- Texture as sRGB format is supported.
	.Texture_3dEmulated      --- Texture format is emulated.
	.TextureCube             --- Texture format is supported.
	.TextureCubeSrgb         --- Texture as sRGB format is supported.
	.TextureCubeEmulated     --- Texture format is emulated.
	.TextureVertex           --- Texture format can be used from vertex shader.
	.TextureImageRead        --- Texture format can be used as image and read from.
	.TextureImageWrite       --- Texture format can be used as image and written to.
	.TextureFramebuffer      --- Texture format can be used as frame buffer.
	.TextureFramebufferMsaa  --- Texture format can be used as MSAA frame buffer.
	.TextureMsaa             --- Texture can be sampled as MSAA.
	.TextureMipAutogen       --- Texture format supports auto-generated mips.
	()

flag.Resolve { bits = 8 }
	.None          --- No resolve flags.
	.AutoGenMips   --- Auto-generate mip maps on resolve.
	()

flag.PciId { bits = 16 , const }
	.None                (0x0000) --- Autoselect adapter.
	.SoftwareRasterizer  (0x0001) --- Software rasterizer.
	.Amd                 (0x1002) --- AMD adapter.
	.Apple               (0x106b) --- Apple adapter.
	.Intel               (0x8086) --- Intel adapter.
	.Nvidia              (0x10de) --- nVidia adapter.
	.Microsoft           (0x1414) --- Microsoft adapter.
	.Arm                 (0x13b5) --- ARM adapter.
	()

flag.CubeMap { bits = 8, const }
	.PositiveX (0x00) --- Cubemap +x.
	.NegativeX (0x01) --- Cubemap -x.
	.PositiveY (0x02) --- Cubemap +y.
	.NegativeY (0x03) --- Cubemap -y.
	.PositiveZ (0x04) --- Cubemap +z.
	.NegativeZ (0x05) --- Cubemap -z.
	()

--- Fatal error enum.
enum.Fatal { underscore, comment = "" }
	.DebugCheck
	.InvalidShader
	.UnableToInitialize
	.UnableToCreateTexture
	.DeviceLost
	()

--- Renderer backend type enum.
enum.RendererType { comment = "Renderer types:" }
	.Noop       --- No rendering.
	.Agc        --- AGC
	.Direct3D11 --- Direct3D 11.0
	.Direct3D12 --- Direct3D 12.0
	.Gnm        --- GNM
	.Metal      --- Metal
	.Nvn        --- NVN
	.OpenGLES   --- OpenGL ES 2.0+
	.OpenGL     --- OpenGL 2.1+
	.Vulkan     --- Vulkan
	()

--- Access mode enum.
enum.Access { comment = "Access:" }
	.Read      --- Read.
	.Write     --- Write.
	.ReadWrite --- Read and write.
	()

--- Vertex attribute enum.
enum.Attrib { comment = "Corresponds to vertex shader attribute." }
	.Position  --- a_position
	.Normal    --- a_normal
	.Tangent   --- a_tangent
	.Bitangent --- a_bitangent
	.Color0    --- a_color0
	.Color1    --- a_color1
	.Color2    --- a_color2
	.Color3    --- a_color3
	.Indices   --- a_indices
	.Weight    --- a_weight
	.TexCoord0 --- a_texcoord0
	.TexCoord1 --- a_texcoord1
	.TexCoord2 --- a_texcoord2
	.TexCoord3 --- a_texcoord3
	.TexCoord4 --- a_texcoord4
	.TexCoord5 --- a_texcoord5
	.TexCoord6 --- a_texcoord6
	.TexCoord7 --- a_texcoord7
	()

--- Vertex attribute type enum.
enum.AttribType { comment = "Attribute types:" }
	.Uint8  --- Uint8
	.Uint10 --- Uint10, availability depends on: `BGFX_CAPS_VERTEX_ATTRIB_UINT10`.
	.Int16  --- Int16
	.Half   --- Half, availability depends on: `BGFX_CAPS_VERTEX_ATTRIB_HALF`.
	.Float  --- Float
	()

--- Texture format enum.
---
--- Notation:
---
---       RGBA16S
---       ^   ^ ^
---       |   | +-- [ ]Unorm
---       |   |     [F]loat
---       |   |     [S]norm
---       |   |     [I]nt
---       |   |     [U]int
---       |   +---- Number of bits per component
---       +-------- Components
---
--- @attention Availability depends on Caps (see: formats).
enum.TextureFormat { comment = "Texture formats:" }
	.BC1       --- DXT1 R5G6B5A1
	.BC2       --- DXT3 R5G6B5A4
	.BC3       --- DXT5 R5G6B5A8
	.BC4       --- LATC1/ATI1 R8
	.BC5       --- LATC2/ATI2 RG8
	.BC6H      --- BC6H RGB16F
	.BC7       --- BC7 RGB 4-7 bits per color channel, 0-8 bits alpha
	.ETC1      --- ETC1 RGB8
	.ETC2      --- ETC2 RGB8
	.ETC2A     --- ETC2 RGBA8
	.ETC2A1    --- ETC2 RGB8A1
	.EACR11    --- EAC R11 UNORM
	.EACR11S   --- EAC R11 SNORM
	.EACRG11   --- EAC RG11 UNORM
	.EACRG11S  --- EAC RG11 SNORM
	.PTC12     --- PVRTC1 RGB 2BPP
	.PTC14     --- PVRTC1 RGB 4BPP
	.PTC12A    --- PVRTC1 RGBA 2BPP
	.PTC14A    --- PVRTC1 RGBA 4BPP
	.PTC22     --- PVRTC2 RGBA 2BPP
	.PTC24     --- PVRTC2 RGBA 4BPP
	.ATC       --- ATC RGB 4BPP
	.ATCE      --- ATCE RGBA 8 BPP explicit alpha
	.ATCI      --- ATCI RGBA 8 BPP interpolated alpha
	.ASTC4x4   --- ASTC 4x4 8.0 BPP
	.ASTC5x4   --- ASTC 5x4 6.40 BPP
	.ASTC5x5   --- ASTC 5x5 5.12 BPP
	.ASTC6x5   --- ASTC 6x5 4.27 BPP
	.ASTC6x6   --- ASTC 6x6 3.56 BPP
	.ASTC8x5   --- ASTC 8x5 3.20 BPP
	.ASTC8x6   --- ASTC 8x6 2.67 BPP
	.ASTC8x8   --- ASTC 8x8 2.00 BPP
	.ASTC10x5  --- ASTC 10x5 2.56 BPP
	.ASTC10x6  --- ASTC 10x6 2.13 BPP
	.ASTC10x8  --- ASTC 10x8 1.60 BPP
	.ASTC10x10 --- ASTC 10x10 1.28 BPP
	.ASTC12x10 --- ASTC 12x10 1.07 BPP
	.ASTC12x12 --- ASTC 12x12 0.89 BPP
	.Unknown   --- Compressed formats above.
	.R1
	.A8
	.R8
	.R8I
	.R8U
	.R8S
	.R16
	.R16I
	.R16U
	.R16F
	.R16S
	.R32I
	.R32U
	.R32F
	.RG8
	.RG8I
	.RG8U
	.RG8S
	.RG16
	.RG16I
	.RG16U
	.RG16F
	.RG16S
	.RG32I
	.RG32U
	.RG32F
	.RGB8
	.RGB8I
	.RGB8U
	.RGB8S
	.RGB9E5F
	.BGRA8
	.RGBA8
	.RGBA8I
	.RGBA8U
	.RGBA8S
	.RGBA16
	.RGBA16I
	.RGBA16U
	.RGBA16F
	.RGBA16S
	.RGBA32I
	.RGBA32U
	.RGBA32F
	.B5G6R5
	.R5G6B5
	.BGRA4
	.RGBA4
	.BGR5A1
	.RGB5A1
	.RGB10A2
	.RG11B10F
	.UnknownDepth --- Depth formats below.
	.D16
	.D24
	.D24S8
	.D32
	.D16F
	.D24F
	.D32F
	.D0S8
	()

--- Uniform type enum.
enum.UniformType          { comment = "Uniform types:" }
	.Sampler --- Sampler.
	.End     --- Reserved, do not use.
	.Vec4    --- 4 floats vector.
	.Mat3    --- 3x3 matrix.
	.Mat4    --- 4x4 matrix.
	()

--- Uniform frequency enum.
enum.UniformFreq          { comment = "Uniform frequency:" }
	.Draw    --- Changing per draw call.
	.View    --- Changing per view.
	.Frame   --- Changing per frame.
	()

--- Backbuffer ratio enum.
enum.BackbufferRatio      { comment = "Backbuffer ratios:" }
	.Equal     --- Equal to backbuffer.
	.Half      --- One half size of backbuffer.
	.Quarter   --- One quarter size of backbuffer.
	.Eighth    --- One eighth size of backbuffer.
	.Sixteenth --- One sixteenth size of backbuffer.
	.Double    --- Double size of backbuffer.
	()

--- Occlusion query result.
enum.OcclusionQueryResult { comment = "Occlusion query results:" }
	.Invisible --- Query failed test.
	.Visible   --- Query passed test.
	.NoResult  --- Query result is not available yet.
	()

--- Primitive topology.
enum.Topology { underscore, comment = "Primitive topology:" }
	.TriList   --- Triangle list.
	.TriStrip  --- Triangle strip.
	.LineList  --- Line list.
	.LineStrip --- Line strip.
	.PointList --- Point list.
	()

--- Topology conversion function.
enum.TopologyConvert { underscore , comment = "Topology conversion functions:" }
	.TriListFlipWinding  --- Flip winding order of triangle list.
	.TriStripFlipWinding --- Flip winding order of triangle strip.
	.TriListToLineList   --- Convert triangle list to line list.
	.TriStripToTriList   --- Convert triangle strip to triangle list.
	.LineStripToLineList --- Convert line strip to line list.
	()

--- Topology sort order.
enum.TopologySort { underscore, comment = "Topology sort order:" , }
	.DirectionFrontToBackMin
	.DirectionFrontToBackAvg
	.DirectionFrontToBackMax
	.DirectionBackToFrontMin
	.DirectionBackToFrontAvg
	.DirectionBackToFrontMax
	.DistanceFrontToBackMin
	.DistanceFrontToBackAvg
	.DistanceFrontToBackMax
	.DistanceBackToFrontMin
	.DistanceBackToFrontAvg
	.DistanceBackToFrontMax
	()

--- View mode sets draw call sort order.
enum.ViewMode { underscore, comment = "View modes:" }
	.Default         --- Default sort order.
	.Sequential      --- Sort in the same order in which submit calls were called.
	.DepthAscending  --- Sort draw call depth in ascending order.
	.DepthDescending --- Sort draw call depth in descending order.
	()

--- Shading Rate.
enum.ShadingRate { underscore, comment = "Shading rate:" }
	.Rate1x1 --- 1x1
	.Rate1x2 --- 1x2
	.Rate2x1 --- 2x1
	.Rate2x2 --- 2x2
	.Rate2x4 --- 2x4
	.Rate4x2 --- 4x2
	.Rate4x4 --- 4x4
	()

--- Native window handle type.
enum.NativeWindowHandleType { underscore, comment = "Native Window handle type:" }
	.Default --- Platform default handle type (X11 on Linux).
	.Wayland --- Wayland.
	()

--- Render frame enum.
enum.RenderFrame { underscore, comment = "" }
	.NoContext --- Renderer context is not created yet.
	.Render    --- Renderer context is created and rendering.
	.Timeout   --- Renderer context wait for main thread signal timed out without rendering.
	.Exiting   --- Renderer context is getting destroyed.
	()

--- GPU info.
struct.GPU  { namespace = "Caps" }
	.vendorId    "uint16_t" --- Vendor PCI id. See `BGFX_PCI_ID_*`.
	.deviceId    "uint16_t" --- Device id.

--- Renderer runtime limits.
struct.Limits  { namespace = "Caps" }
	.maxDrawCalls            "uint32_t" --- Maximum number of draw calls.
	.maxBlits                "uint32_t" --- Maximum number of blit calls.
	.maxTextureSize          "uint32_t" --- Maximum texture size.
	.maxTextureLayers        "uint32_t" --- Maximum texture layers.
	.maxViews                "uint32_t" --- Maximum number of views.
	.maxFrameBuffers         "uint32_t" --- Maximum number of frame buffer handles.
	.maxFBAttachments        "uint32_t" --- Maximum number of frame buffer attachments.
	.maxPrograms             "uint32_t" --- Maximum number of program handles.
	.maxShaders              "uint32_t" --- Maximum number of shader handles.
	.maxTextures             "uint32_t" --- Maximum number of texture handles.
	.maxTextureSamplers      "uint32_t" --- Maximum number of texture samplers.
	.maxComputeBindings      "uint32_t" --- Maximum number of compute bindings.
	.maxVertexLayouts        "uint32_t" --- Maximum number of vertex format layouts.
	.maxVertexStreams        "uint32_t" --- Maximum number of vertex streams.
	.maxIndexBuffers         "uint32_t" --- Maximum number of index buffer handles.
	.maxVertexBuffers        "uint32_t" --- Maximum number of vertex buffer handles.
	.maxDynamicIndexBuffers  "uint32_t" --- Maximum number of dynamic index buffer handles.
	.maxDynamicVertexBuffers "uint32_t" --- Maximum number of dynamic vertex buffer handles.
	.maxUniforms             "uint32_t" --- Maximum number of uniform handles.
	.maxOcclusionQueries     "uint32_t" --- Maximum number of occlusion query handles.
	.maxEncoders             "uint32_t" --- Maximum number of encoder threads.
	.minResourceCbSize       "uint32_t" --- Minimum resource command buffer size.
	.maxTransientVbSize      "uint32_t" --- Maximum transient vertex buffer size.
	.maxTansientIbSize       "uint32_t" --- Maximum transient index buffer size.
	.minUniformBufferSize    "uint32_t" --- Mimimum uniform buffer size.

--- Renderer capabilities.
struct.Caps
	.rendererType "RendererType::Enum" --- Renderer backend type. See: `bgfx::RendererType`
	.supported    "uint64_t"           --- Supported functionality.
	                                   ---   @attention See `BGFX_CAPS_*` flags at https://bkaradzic.github.io/bgfx/bgfx.html#available-caps
	.vendorId     "uint16_t"           --- Selected GPU vendor PCI id.
	.deviceId     "uint16_t"           --- Selected GPU device id.
	.homogeneousDepth "bool"           --- True when NDC depth is in [-1, 1] range, otherwise its [0, 1].
	.originBottomLeft "bool"           --- True when NDC origin is at bottom left.
	.numGPUs      "uint8_t"            --- Number of enumerated GPUs.
	.gpu          "GPU[4]"             --- Enumerated GPUs.
	.limits       "Limits"             --- Renderer runtime limits.
	.formats      "uint16_t[TextureFormat::Count]"
		--- Supported texture format capabilities flags:
		---   - `BGFX_CAPS_FORMAT_TEXTURE_NONE` - Texture format is not supported.
		---   - `BGFX_CAPS_FORMAT_TEXTURE_2D` - Texture format is supported.
		---   - `BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB` - Texture as sRGB format is supported.
		---   - `BGFX_CAPS_FORMAT_TEXTURE_2D_EMULATED` - Texture format is emulated.
		---   - `BGFX_CAPS_FORMAT_TEXTURE_3D` - Texture format is supported.
		---   - `BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB` - Texture as sRGB format is supported.
		---   - `BGFX_CAPS_FORMAT_TEXTURE_3D_EMULATED` - Texture format is emulated.
		---   - `BGFX_CAPS_FORMAT_TEXTURE_CUBE` - Texture format is supported.
		---   - `BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB` - Texture as sRGB format is supported.
		---   - `BGFX_CAPS_FORMAT_TEXTURE_CUBE_EMULATED` - Texture format is emulated.
		---   - `BGFX_CAPS_FORMAT_TEXTURE_VERTEX` - Texture format can be used from vertex shader.
		---   - `BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ` - Texture format can be used as image
		---     and read from.
		---   - `BGFX_CAPS_FORMAT_TEXTURE_IMAGE_WRITE` - Texture format can be used as image
		---     and written to.
		---   - `BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER` - Texture format can be used as frame
		---     buffer.
		---   - `BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA` - Texture format can be used as MSAA
		---     frame buffer.
		---   - `BGFX_CAPS_FORMAT_TEXTURE_MSAA` - Texture can be sampled as MSAA.
		---   - `BGFX_CAPS_FORMAT_TEXTURE_MIP_AUTOGEN` - Texture format supports auto-generated
		---     mips.

--- Internal data.
struct.InternalData
	.caps    "const Caps*" --- Renderer capabilities.
	.context "void*"       --- GL context, or D3D device.

--- Platform data.
struct.PlatformData { ctor }
	.ndt "void*" --- Native display type (*nix specific).
	.nwh "void*"
		--- Native window handle. If `NULL`, bgfx will create a headless
		--- context/device, provided the rendering API supports it.
	.context "void*"
		--- GL context, D3D device, or Vulkan device. If `NULL`, bgfx
		--- will create context/device.
	.backBuffer "void*"
		--- GL back-buffer, or D3D render target view. If `NULL` bgfx will
		--- create back-buffer color surface.
	.backBufferDS "void*"
		--- Backbuffer depth/stencil. If `NULL`, bgfx will create a back-buffer
		--- depth/stencil surface.
	.type "NativeWindowHandleType::Enum" --- Handle type. Needed for platforms having more than one option.

--- Backbuffer resolution and reset parameters.
struct.Resolution { ctor }
	.formatColor        "TextureFormat::Enum" --- Backbuffer color format.
	.formatDepthStencil "TextureFormat::Enum" --- Backbuffer depth/stencil format.
	.width              "uint32_t"            --- Backbuffer width.
	.height             "uint32_t"            --- Backbuffer height.
	.reset              "uint32_t"            --- Reset parameters.
	.numBackBuffers     "uint8_t"             --- Number of back buffers.
	.maxFrameLatency    "uint8_t"             --- Maximum frame latency.
	.debugTextScale     "uint8_t"             --- Scale factor for debug text.

--- Configurable runtime limits parameters.
struct.Limits { ctor, namespace = "Init" }
	.maxEncoders          "uint16_t" --- Maximum number of encoder threads.
	.minResourceCbSize    "uint32_t" --- Minimum resource command buffer size.
	.maxTransientVbSize   "uint32_t" --- Maximum transient vertex buffer size.
	.maxTransientIbSize   "uint32_t" --- Maximum transient index buffer size.
	.minUniformBufferSize "uint32_t" --- Mimimum uniform buffer size.

--- Initialization parameters used by `bgfx::init`.
struct.Init { ctor }
	.type         "RendererType::Enum" --- Select rendering backend. When set to RendererType::Count
	                                   --- a default rendering backend will be selected appropriate to the platform.
	                                   --- See: `bgfx::RendererType`

	.vendorId     "uint16_t"           --- Vendor PCI ID. If set to `BGFX_PCI_ID_NONE`, discrete and integrated
	                                   --- GPUs will be prioritised.
	                                   ---   - `BGFX_PCI_ID_NONE` - Autoselect adapter.
	                                   ---   - `BGFX_PCI_ID_SOFTWARE_RASTERIZER` - Software rasterizer.
	                                   ---   - `BGFX_PCI_ID_AMD` - AMD adapter.
	                                   ---   - `BGFX_PCI_ID_APPLE` - Apple adapter.
	                                   ---   - `BGFX_PCI_ID_INTEL` - Intel adapter.
	                                   ---   - `BGFX_PCI_ID_NVIDIA` - NVIDIA adapter.
	                                   ---   - `BGFX_PCI_ID_MICROSOFT` - Microsoft adapter.

	.deviceId     "uint16_t"           --- Device ID. If set to 0 it will select first device, or device with
	                                   --- matching ID.
	.capabilities "uint64_t"           --- Capabilities initialization mask (default: UINT64_MAX).
	.debug        "bool"               --- Enable device for debugging.
	.profile      "bool"               --- Enable device for profiling.
	.platformData "PlatformData"       --- Platform data.
	.resolution   "Resolution"         --- Backbuffer resolution and reset parameters. See: `bgfx::Resolution`.
	.limits       "Limits"             --- Configurable runtime limits parameters.
	.callback     "CallbackI*"         --- Provide application specific callback interface.
	                                   --- See: `bgfx::CallbackI`

	.allocator    "bx::AllocatorI*"    --- Custom allocator. When a custom allocator is not
	                                   --- specified, bgfx uses the CRT allocator. Bgfx assumes
	                                   --- custom allocator is thread safe.

--- Memory must be obtained by calling `bgfx::alloc`, `bgfx::copy`, or `bgfx::makeRef`.
---
--- @attention It is illegal to create this structure on stack and pass it to any bgfx API.
struct.Memory
	.data "uint8_t*" --- Pointer to data.
	.size "uint32_t" --- Data size.

--- Transient index buffer.
struct.TransientIndexBuffer
	.data       "uint8_t*"          --- Pointer to data.
	.size       "uint32_t"          --- Data size.
	.startIndex "uint32_t"          --- First index.
	.handle     "IndexBufferHandle" --- Index buffer handle.
	.isIndex16  "bool"              --- Index buffer format is 16-bits if true, otherwise it is 32-bit.

--- Transient vertex buffer.
struct.TransientVertexBuffer
	.data         "uint8_t*"           --- Pointer to data.
	.size         "uint32_t"           --- Data size.
	.startVertex  "uint32_t"           --- First vertex.
	.stride       "uint16_t"           --- Vertex stride.
	.handle       "VertexBufferHandle" --- Vertex buffer handle.
	.layoutHandle "VertexLayoutHandle" --- Vertex layout handle.

--- Instance data buffer info.
struct.InstanceDataBuffer
	.data   "uint8_t*"           --- Pointer to data.
	.size   "uint32_t"           --- Data size.
	.offset "uint32_t"           --- Offset in vertex buffer.
	.num    "uint32_t"           --- Number of instances.
	.stride "uint16_t"           --- Vertex buffer stride.
	.handle "VertexBufferHandle" --- Vertex buffer object handle.

--- Texture info.
struct.TextureInfo
	.format       "TextureFormat::Enum" --- Texture format.
	.storageSize  "uint32_t"            --- Total amount of bytes required to store texture.
	.width        "uint16_t"            --- Texture width.
	.height       "uint16_t"            --- Texture height.
	.depth        "uint16_t"            --- Texture depth.
	.numLayers    "uint16_t"            --- Number of layers in texture array.
	.numMips      "uint8_t"             --- Number of MIP maps.
	.bitsPerPixel "uint8_t"             --- Format bits per pixel.
	.cubeMap      "bool"                --- Texture is cubemap.

--- Uniform info.
struct.UniformInfo
	.name "char[256]"         --- Uniform name.
	.type "UniformType::Enum" --- Uniform type.
	.num  "uint16_t"          --- Number of elements in array.

--- Frame buffer texture attachment info.
struct.Attachment { shortname }
	.access    "Access::Enum"  --- Attachment access. See `Access::Enum`.
	.handle    "TextureHandle" --- Render target texture handle.
	.mip       "uint16_t"      --- Mip level.
	.layer     "uint16_t"      --- Cubemap side or depth layer/slice to use.
	.numLayers "uint16_t"      --- Number of texture layer/slice(s) in array to use.
	.resolve   "uint8_t"       --- Resolve flags. See: `BGFX_RESOLVE_*`

--- Init attachment.
func.Attachment.init
	"void"
	.handle "TextureHandle" --- Render target texture handle.
	.access "Access::Enum"  --- Access. See `Access::Enum`.
	 { default = "Access::Write" }
	.layer "uint16_t"       --- Cubemap side or depth layer/slice to use.
	 { default = 0 }
	.numLayers "uint16_t"   --- Number of texture layer/slice(s) in array to use.
	 { default = 1 }
	.mip "uint16_t"         --- Mip level.
	 { default = 0 }
	.resolve "uint8_t"      --- Resolve flags. See: `BGFX_RESOLVE_*`
	 { default = "BGFX_RESOLVE_AUTO_GEN_MIPS" }

--- Transform data.
struct.Transform
	.data "float*"  --- Pointer to first 4x4 matrix.
	.num "uint16_t" --- Number of matrices.

--- View stats.
struct.ViewStats
	.name           "char[256]" --- View name.
	.view           "ViewId"    --- View id.
	.cpuTimeBegin   "int64_t"   --- CPU (submit) begin time.
	.cpuTimeEnd     "int64_t"   --- CPU (submit) end time.
	.gpuTimeBegin   "int64_t"   --- GPU begin time.
	.gpuTimeEnd     "int64_t"   --- GPU end time.
	.gpuFrameNum    "uint32_t"  --- Frame which generated gpuTimeBegin, gpuTimeEnd.

--- Encoder stats.
struct.EncoderStats
	.cpuTimeBegin "int64_t" --- Encoder thread CPU submit begin time.
	.cpuTimeEnd   "int64_t" --- Encoder thread CPU submit end time.

--- Renderer statistics data.
---
--- @remarks All time values are high-resolution timestamps, while
--- time frequencies define timestamps-per-second for that hardware.
struct.Stats
	.cpuTimeFrame            "int64_t"       --- CPU time between two `bgfx::frame` calls.
	.cpuTimeBegin            "int64_t"       --- Render thread CPU submit begin time.
	.cpuTimeEnd              "int64_t"       --- Render thread CPU submit end time.
	.cpuTimerFreq            "int64_t"       --- CPU timer frequency. Timestamps-per-second

	.gpuTimeBegin            "int64_t"       --- GPU frame begin time.
	.gpuTimeEnd              "int64_t"       --- GPU frame end time.
	.gpuTimerFreq            "int64_t"       --- GPU timer frequency.

	.waitRender              "int64_t"       --- Time spent waiting for render backend thread to finish issuing draw commands to underlying graphics API.
	.waitSubmit              "int64_t"       --- Time spent waiting for submit thread to advance to next frame.

	.numDraw                 "uint32_t"      --- Number of draw calls submitted.
	.numCompute              "uint32_t"      --- Number of compute calls submitted.
	.numBlit                 "uint32_t"      --- Number of blit calls submitted.
	.maxGpuLatency           "uint32_t"      --- GPU driver latency.
	.gpuFrameNum             "uint32_t"      --- Frame which generated gpuTimeBegin, gpuTimeEnd.

	.numDynamicIndexBuffers  "uint16_t"      --- Number of used dynamic index buffers.
	.numDynamicVertexBuffers "uint16_t"      --- Number of used dynamic vertex buffers.
	.numFrameBuffers         "uint16_t"      --- Number of used frame buffers.
	.numIndexBuffers         "uint16_t"      --- Number of used index buffers.
	.numOcclusionQueries     "uint16_t"      --- Number of used occlusion queries.
	.numPrograms             "uint16_t"      --- Number of used programs.
	.numShaders              "uint16_t"      --- Number of used shaders.
	.numTextures             "uint16_t"      --- Number of used textures.
	.numUniforms             "uint16_t"      --- Number of used uniforms.
	.numVertexBuffers        "uint16_t"      --- Number of used vertex buffers.
	.numVertexLayouts        "uint16_t"      --- Number of used vertex layouts.

	.textureMemoryUsed       "int64_t"       --- Estimate of texture memory used.
	.rtMemoryUsed            "int64_t"       --- Estimate of render target memory used.
	.transientVbUsed         "int32_t"       --- Amount of transient vertex buffer used.
	.transientIbUsed         "int32_t"       --- Amount of transient index buffer used.

	.numPrims "uint32_t[Topology::Count]"    --- Number of primitives rendered.

	.gpuMemoryMax            "int64_t"       --- Maximum available GPU memory for application.
	.gpuMemoryUsed           "int64_t"       --- Amount of GPU memory used by the application.

	.width                   "uint16_t"      --- Backbuffer width in pixels.
	.height                  "uint16_t"      --- Backbuffer height in pixels.
	.textWidth               "uint16_t"      --- Debug text width in characters.
	.textHeight              "uint16_t"      --- Debug text height in characters.

	.numViews                "uint16_t"      --- Number of view stats.
	.viewStats               "ViewStats*"    --- Array of View stats.

	.numEncoders             "uint8_t"       --- Number of encoders used during frame.
	.encoderStats            "EncoderStats*" --- Array of encoder stats.

--- Vertex layout.
struct.VertexLayout { ctor }
	.hash       "uint32_t"                --- Hash.
	.stride     "uint16_t"                --- Stride.
	.offset     "uint16_t[Attrib::Count]" --- Attribute offsets.
	.attributes "uint16_t[Attrib::Count]" --- Used attributes.

--- Encoders are used for submitting draw calls from multiple threads. Only one encoder
--- per thread should be used. Use `bgfx::begin()` to obtain an encoder for a thread.
struct.Encoder {}

handle "DynamicIndexBufferHandle"
handle "DynamicVertexBufferHandle"
handle "FrameBufferHandle"
handle "IndexBufferHandle"
handle "IndirectBufferHandle"
handle "OcclusionQueryHandle"
handle "ProgramHandle"
handle "ShaderHandle"
handle "TextureHandle"
handle "UniformHandle"
handle "VertexBufferHandle"
handle "VertexLayoutHandle"

--- Start VertexLayout.
func.VertexLayout.begin
	"VertexLayout&"                       --- Returns itself.
	.rendererType    "RendererType::Enum" --- Renderer backend type. See: `bgfx::RendererType`
	{ default = "RendererType::Noop" }

--- Add attribute to VertexLayout.
---
--- @remarks Must be called between begin/end.
---
func.VertexLayout.add
	"VertexLayout&"                     --- Returns itself.
	.attrib          "Attrib::Enum"     --- Attribute semantics. See: `bgfx::Attrib`
	.num             "uint8_t"          --- Number of elements 1, 2, 3 or 4.
	.type            "AttribType::Enum" --- Element type.
	.normalized      "bool"             --- When using fixed point AttribType (f.e. Uint8)
	 { default = false }                --- value will be normalized for vertex shader usage. When normalized
	                                    --- is set to true, AttribType::Uint8 value in range 0-255 will be
	                                    --- in range 0.0-1.0 in vertex shader.
	.asInt           "bool"             --- Packaging rule for vertexPack, vertexUnpack, and
	 { default = false }                --- vertexConvert for AttribType::Uint8 and AttribType::Int16.
	                                    --- Unpacking code must be implemented inside vertex shader.

--- Decode attribute.
func.VertexLayout.decode { const }
	"void"
	.attrib     "Attrib::Enum"               --- Attribute semantics. See: `bgfx::Attrib`
	.num        "uint8_t &"          { out } --- Number of elements.
	.type       "AttribType::Enum &" { out } --- Element type.
	.normalized "bool &"             { out } --- Attribute is normalized.
	.asInt      "bool &"             { out } --- Attribute is packed as int.

--- Returns `true` if VertexLayout contains attribute.
func.VertexLayout.has { const, cppinline }
	"bool"                 --- True if VertexLayout contains attribute.
	.attrib "Attrib::Enum" --- Attribute semantics. See: `bgfx::Attrib`

--- Skip `_num` bytes in vertex stream.
func.VertexLayout.skip
	"VertexLayout&" --- Returns itself.
	.num "uint8_t"  --- Number of bytes to skip.

-- Notice: `end` is a keyword in lua.
--- End VertexLayout.
func.VertexLayout["end"]
	"void"

--- Returns relative attribute offset from the vertex.
func.VertexLayout.getOffset { const, cppinline }
	"uint16_t"                --- Relative attribute offset from the vertex.
	.attrib    "Attrib::Enum" --- Attribute semantics. See: `bgfx::Attrib`

--- Returns vertex stride.
func.VertexLayout.getStride { const, cppinline }
	"uint16_t" --- Vertex stride.

--- Returns size of vertex buffer for number of vertices.
func.VertexLayout.getSize { const, cppinline }
	"uint32_t"      --- Size of vertex buffer for number of vertices.
	.num "uint32_t" --- Number of vertices.

--- Pack vertex attribute into vertex stream format.
func.vertexPack
	"void"
	.input           "const float[4]"       --- Value to be packed into vertex stream.
	.inputNormalized "bool"                 --- `true` if input value is already normalized.
	.attr            "Attrib::Enum"         --- Attribute to pack.
	.layout          "const VertexLayout &" --- Vertex stream layout.
	.data            "void*"                --- Destination vertex stream where data will be packed.
	.index           "uint32_t"             --- Vertex index that will be modified.
	 { default = 0 }

--- Unpack vertex attribute from vertex stream format.
func.vertexUnpack
	"void"
	.output "float[4]" { out }     --- Result of unpacking.
	.attr   "Attrib::Enum"         --- Attribute to unpack.
	.layout "const VertexLayout &" --- Vertex stream layout.
	.data   "const void*"          --- Source vertex stream from where data will be unpacked.
	.index  "uint32_t"             --- Vertex index that will be unpacked.
	 { default = 0 }

--- Converts vertex stream data from one vertex stream format to another.
func.vertexConvert
	"void"
	.dstLayout "const VertexLayout &" --- Destination vertex stream layout.
	.dstData   "void*"                --- Destination vertex stream.
	.srcLayout "const VertexLayout &" --- Source vertex stream layout.
	.srcData   "const void*"          --- Source vertex stream data.
	.num       "uint32_t"             --- Number of vertices to convert from source to destination.
	 { default = 1 }

--- Weld vertices.
func.weldVertices
	"uint32_t"                              --- Number of unique vertices after vertex welding.
	.output          "void*"                --- Welded vertices remapping table. The size of buffer
	                                        --- must be the same as number of vertices.
	.layout          "const VertexLayout &" --- Vertex stream layout.
	.data            "const void*"          --- Vertex stream.
	.num             "uint32_t"             --- Number of vertices in vertex stream.
	.index32         "bool"                 --- Set to `true` if input indices are 32-bit.
	.epsilon         "float"                --- Error tolerance for vertex position comparison.
	 { default = "0.001f" }

--- Convert index buffer for use with different primitive topologies.
func.topologyConvert
	"uint32_t"                          --- Number of output indices after conversion.
	.conversion "TopologyConvert::Enum" --- Conversion type, see `TopologyConvert::Enum`.
	.dst        "void*" { out }         --- Destination index buffer. If this argument is NULL
	                                    --- function will return number of indices after conversion.
	.dstSize    "uint32_t"              --- Destination index buffer in bytes. It must be
	                                    --- large enough to contain output indices. If destination size is
	                                    --- insufficient index buffer will be truncated.
	.indices    "const void*"           --- Source indices.
	.numIndices "uint32_t"              --- Number of input indices.
	.index32    "bool"                  --- Set to `true` if input indices are 32-bit.

--- Sort indices.
func.topologySortTriList
	"void"
	.sort       "TopologySort::Enum" --- Sort order, see `TopologySort::Enum`.
	.dst        "void*" { out }      --- Destination index buffer.
	.dstSize    "uint32_t"           --- Destination index buffer in bytes. It must be
	                                 --- large enough to contain output indices. If destination size is
	                                 --- insufficient index buffer will be truncated.
	.dir        "const float[3]"     --- Direction (vector must be normalized).
	.pos        "const float[3]"     --- Position.
	.vertices   "const void*"        --- Pointer to first vertex represented as
	                                 --- float x, y, z. Must contain at least number of vertices
	                                 --- referencende by index buffer.
	.stride     "uint32_t"           --- Vertex stride.
	.indices    "const void*"        --- Source indices.
	.numIndices "uint32_t"           --- Number of input indices.
	.index32    "bool"               --- Set to `true` if input indices are 32-bit.

--- Returns supported backend API renderers.
func.getSupportedRenderers
	"uint8_t"                             --- Number of supported renderers.
	.max  "uint8_t"                       --- Maximum number of elements in _enum array.
	 { default = 0 }
	.enum "RendererType::Enum*" { inout } --- Array where supported renderers will be written.
	 { default = NULL }

--- Returns name of renderer.
func.getRendererName
	"const char*"              --- Name of renderer.
	.type "RendererType::Enum" --- Renderer backend type. See: `bgfx::RendererType`

--- Fill bgfx::Init struct with default values, before using it to initialize the library.
func.initCtor { cfunc }
	"void"
	.init "Init*" --- Pointer to structure to be initialized. See: `bgfx::Init` for more info.

--- Initialize the bgfx library.
func.init { cfunc }
	"bool"               --- `true` if initialization was successful.
	.init "const Init &" --- Initialization parameters. See: `bgfx::Init` for more info.

--- Shutdown bgfx library.
func.shutdown
	"void"

--- Reset graphic settings and back-buffer size.
---
--- @attention This call doesn’t change the window size, it just resizes
---   the back-buffer. Your windowing code controls the window size.
---
func.reset
	"void"
	.width  "uint32_t"               --- Back-buffer width.
	.height "uint32_t"               --- Back-buffer height.
	.flags  "uint32_t"               --- See: `BGFX_RESET_*` for more info.
	 { default = "BGFX_RESET_NONE" } ---   - `BGFX_RESET_NONE` - No reset flags.
	                                 ---   - `BGFX_RESET_FULLSCREEN` - Not supported yet.
	                                 ---   - `BGFX_RESET_MSAA_X[2/4/8/16]` - Enable 2, 4, 8 or 16 x MSAA.
	                                 ---   - `BGFX_RESET_VSYNC` - Enable V-Sync.
	                                 ---   - `BGFX_RESET_MAXANISOTROPY` - Turn on/off max anisotropy.
	                                 ---   - `BGFX_RESET_CAPTURE` - Begin screen capture.
	                                 ---   - `BGFX_RESET_FLUSH_AFTER_RENDER` - Flush rendering after submitting to GPU.
	                                 ---   - `BGFX_RESET_FLIP_AFTER_RENDER` - This flag  specifies where flip
	                                 ---     occurs. Default behaviour is that flip occurs before rendering new
	                                 ---     frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`.
	                                 ---   - `BGFX_RESET_SRGB_BACKBUFFER` - Enable sRGB back-buffer.
	.format "TextureFormat::Enum"    --- Texture format. See: `TextureFormat::Enum`.
	 { default = "TextureFormat::Count" }

--- Advance to next frame. When using multithreaded renderer, this call
--- just swaps internal buffers, kicks render thread, and returns. In
--- singlethreaded renderer this call does frame rendering.
func.frame
	"uint32_t"      --- Current frame number. This might be used in conjunction with
	                --- double/multi buffering data outside the library and passing it to
	                --- library via `bgfx::makeRef` calls.
	.capture "bool" --- Capture frame with graphics debugger.
	 { default = false }

--- Returns current renderer backend API type.
---
--- @remarks
---   Library must be initialized.
---
func.getRendererType
	"RendererType::Enum" --- Renderer backend type. See: `bgfx::RendererType`

--- Returns renderer capabilities.
---
--- @remarks
---   Library must be initialized.
---
func.getCaps
	"const Caps*" --- Pointer to static `bgfx::Caps` structure.

--- Returns performance counters.
---
--- @attention Pointer returned is valid until `bgfx::frame` is called.
---
func.getStats
	"const Stats*" --- Performance counters.

--- Allocate buffer to pass to bgfx calls. Data will be freed inside bgfx.
func.alloc
	"const Memory*"  --- Allocated memory.
	.size "uint32_t" --- Size to allocate.

--- Allocate buffer and copy data into it. Data will be freed inside bgfx.
func.copy
	"const Memory*"     --- Allocated memory.
	.data "const void*" --- Pointer to data to be copied.
	.size "uint32_t"    --- Size of data to be copied.

--- Make reference to data to pass to bgfx. Unlike `bgfx::alloc`, this call
--- doesn't allocate memory for data. It just copies the _data pointer. You
--- can pass `ReleaseFn` function pointer to release this memory after it's
--- consumed, otherwise you must make sure _data is available for at least 2
--- `bgfx::frame` calls. `ReleaseFn` function must be able to be called
--- from any thread.
---
--- @attention Data passed must be available for at least 2 `bgfx::frame` calls.
---
func.makeRef { conly }
	"const Memory*"     --- Referenced memory.
	.data "const void*" --- Pointer to data.
	.size "uint32_t"    --- Size of data.

--- Make reference to data to pass to bgfx. Unlike `bgfx::alloc`, this call
--- doesn't allocate memory for data. It just copies the _data pointer. You
--- can pass `ReleaseFn` function pointer to release this memory after it's
--- consumed, otherwise you must make sure _data is available for at least 2
--- `bgfx::frame` calls. `ReleaseFn` function must be able to be called
--- from any thread.
---
--- @attention Data passed must be available for at least 2 `bgfx::frame` calls.
---
func.makeRef { cname = "make_ref_release" }
	"const Memory*"          --- Referenced memory.
	.data      "const void*" --- Pointer to data.
	.size      "uint32_t"    --- Size of data.
	.releaseFn "ReleaseFn"   --- Callback function to release memory after use.
	 { default = NULL }
	.userData  "void*"       --- User data to be passed to callback function.
	 { default = NULL }

--- Set debug flags.
func.setDebug
	"void"
	.debug "uint32_t" --- Available flags:
	                  ---   - `BGFX_DEBUG_IFH` - Infinitely fast hardware. When this flag is set
	                  ---     all rendering calls will be skipped. This is useful when profiling
	                  ---     to quickly assess potential bottlenecks between CPU and GPU.
	                  ---   - `BGFX_DEBUG_PROFILER` - Enable profiler.
	                  ---   - `BGFX_DEBUG_STATS` - Display internal statistics.
	                  ---   - `BGFX_DEBUG_TEXT` - Display debug text.
	                  ---   - `BGFX_DEBUG_WIREFRAME` - Wireframe rendering. All rendering
	                  ---     primitives will be rendered as lines.

--- Clear internal debug text buffer.
func.dbgTextClear
	"void"
	.attr  "uint8_t" --- Background color.
	 { default = 0 }
	.small "bool"    --- Default 8x16 or 8x8 font.
	 { default = false }

--- Print formatted data to internal debug text character-buffer (VGA-compatible text mode).
func.dbgTextPrintf { vararg = "dbgTextPrintfVargs" }
	"void"
	.x      "uint16_t"    --- Position x from the left corner of the window.
	.y      "uint16_t"    --- Position y from the top corner of the window.
	.attr   "uint8_t"     --- Color palette. Where top 4-bits represent index of background, and bottom
	                      --- 4-bits represent foreground color from standard VGA text palette (ANSI escape codes).
	.format "const char*" --- `printf` style format.

--- Print formatted data from variable argument list to internal debug text character-buffer (VGA-compatible text mode).
func.dbgTextPrintfVargs { cname = "dbg_text_vprintf" }
	"void"
	.x       "uint16_t"    --- Position x from the left corner of the window.
	.y       "uint16_t"    --- Position y from the top corner of the window.
	.attr    "uint8_t"     --- Color palette. Where top 4-bits represent index of background, and bottom
                           --- 4-bits represent foreground color from standard VGA text palette (ANSI escape codes).
	.format  "const char*" --- `printf` style format.
	.argList "va_list"     --- Variable arguments list for format string.

--- Draw image into internal debug text buffer.
func.dbgTextImage
	"void"
	.x       "uint16_t"    --- Position x from the left corner of the window.
	.y       "uint16_t"    --- Position y from the top corner of the window.
	.width   "uint16_t"    --- Image width.
	.height  "uint16_t"    --- Image height.
	.data    "const void*" --- Raw image data (character/attribute raw encoding).
	.pitch   "uint16_t"    --- Image pitch in bytes.

--- Create static index buffer.
func.createIndexBuffer
	"IndexBufferHandle"
	.mem   "const Memory*"            --- Index buffer data.
	.flags "uint16_t"                 --- Buffer creation flags.
	 { default = "BGFX_BUFFER_NONE" } ---   - `BGFX_BUFFER_NONE` - No flags.
	                                  ---   - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
	                                  ---   - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
	                                  ---       is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
	                                  ---   - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
	                                  ---   - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
	                                  ---       data is passed. If this flag is not specified, and more data is passed on update, the buffer
	                                  ---       will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
	                                  ---       buffers.
	                                  ---   - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
	                                  ---       index buffers.

--- Set static index buffer debug name.
func.setName { cname = "set_index_buffer_name" }
	"void"
	.handle "IndexBufferHandle" --- Static index buffer handle.
	.name   "const char*"       --- Static index buffer name.
	.len    "int32_t"           --- Static index buffer name length (if length is INT32_MAX, it's expected
	 { default = INT32_MAX }    --- that _name is zero terminated string.

--- Destroy static index buffer.
func.destroy { cname = "destroy_index_buffer" }
	"void"
	.handle "IndexBufferHandle" --- Static index buffer handle.

--- Create vertex layout.
func.createVertexLayout
	"VertexLayoutHandle"
	.layout  "const VertexLayout &" --- Vertex layout.

--- Destroy vertex layout.
func.destroy { cname = "destroy_vertex_layout" }
	"void"
	.layoutHandle "VertexLayoutHandle" --- Vertex layout handle.

--- Create static vertex buffer.
func.createVertexBuffer
	"VertexBufferHandle"                --- Static vertex buffer handle.
	.mem         "const Memory*"        --- Vertex buffer data.
	.layout      "const VertexLayout &" --- Vertex layout.
	.flags       "uint16_t"             --- Buffer creation flags.
	 { default = "BGFX_BUFFER_NONE" }   ---  - `BGFX_BUFFER_NONE` - No flags.
	                                    ---  - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
	                                    ---  - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
	                                    ---      is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
	                                    ---  - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
	                                    ---  - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
	                                    ---      data is passed. If this flag is not specified, and more data is passed on update, the buffer
	                                    ---      will be trimmed to fit the existing buffer size. This flag has effect only on dynamic buffers.
	                                    ---  - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on index buffers.

--- Set static vertex buffer debug name.
func.setName { cname = "set_vertex_buffer_name" }
	"void"
	.handle "VertexBufferHandle" --- Static vertex buffer handle.
	.name   "const char*"        --- Static vertex buffer name.
	.len    "int32_t"            --- Static vertex buffer name length (if length is INT32_MAX, it's expected
	 { default = INT32_MAX }     --- that _name is zero terminated string.

--- Destroy static vertex buffer.
func.destroy { cname = "destroy_vertex_buffer" }
	"void"
	.handle "VertexBufferHandle" --- Static vertex buffer handle.

--- Create empty dynamic index buffer.
func.createDynamicIndexBuffer
	"DynamicIndexBufferHandle"        --- Dynamic index buffer handle.
	.num   "uint32_t"                 --- Number of indices.
	.flags "uint16_t"                 --- Buffer creation flags.
	 { default = "BGFX_BUFFER_NONE" } ---   - `BGFX_BUFFER_NONE` - No flags.
	                                  ---   - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
	                                  ---   - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
	                                  ---       is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
	                                  ---   - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
	                                  ---   - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
	                                  ---       data is passed. If this flag is not specified, and more data is passed on update, the buffer
	                                  ---       will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
	                                  ---       buffers.
	                                  ---   - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
	                                  ---       index buffers.

--- Create a dynamic index buffer and initialize it.
func.createDynamicIndexBuffer { cname = "create_dynamic_index_buffer_mem" }
	"DynamicIndexBufferHandle"        --- Dynamic index buffer handle.
	.mem   "const Memory*"            --- Index buffer data.
	.flags "uint16_t"                 --- Buffer creation flags.
	 { default = "BGFX_BUFFER_NONE" } ---   - `BGFX_BUFFER_NONE` - No flags.
	                                  ---   - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
	                                  ---   - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
	                                  ---       is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
	                                  ---   - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
	                                  ---   - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
	                                  ---       data is passed. If this flag is not specified, and more data is passed on update, the buffer
	                                  ---       will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
	                                  ---       buffers.
	                                  ---   - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
	                                  ---       index buffers.

--- Update dynamic index buffer.
func.update { cname = "update_dynamic_index_buffer" }
	"void"
	.handle     "DynamicIndexBufferHandle" --- Dynamic index buffer handle.
	.startIndex "uint32_t"                 --- Start index.
	.mem        "const Memory*"            --- Index buffer data.

--- Destroy dynamic index buffer.
func.destroy { cname = "destroy_dynamic_index_buffer" }
	"void"
	.handle "DynamicIndexBufferHandle" --- Dynamic index buffer handle.

--- Create empty dynamic vertex buffer.
func.createDynamicVertexBuffer
	"DynamicVertexBufferHandle"        --- Dynamic vertex buffer handle.
	.num           "uint32_t"          --- Number of vertices.
	.layout      "const VertexLayout&" --- Vertex layout.
	.flags         "uint16_t"          --- Buffer creation flags.
	 { default = "BGFX_BUFFER_NONE" }  ---   - `BGFX_BUFFER_NONE` - No flags.
	                                   ---   - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
	                                   ---   - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
	                                   ---       is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
	                                   ---   - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
	                                   ---   - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
	                                   ---       data is passed. If this flag is not specified, and more data is passed on update, the buffer
	                                   ---       will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
	                                   ---       buffers.
	                                   ---   - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
	                                   ---       index buffers.

--- Create dynamic vertex buffer and initialize it.
func.createDynamicVertexBuffer { cname = "create_dynamic_vertex_buffer_mem" }
	"DynamicVertexBufferHandle"        --- Dynamic vertex buffer handle.
	.mem         "const Memory*"       --- Vertex buffer data.
	.layout      "const VertexLayout&" --- Vertex layout.
	.flags       "uint16_t"            --- Buffer creation flags.
	 { default = "BGFX_BUFFER_NONE" }  ---   - `BGFX_BUFFER_NONE` - No flags.
	                                   ---   - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
	                                   ---   - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
	                                   ---       is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
	                                   ---   - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
	                                   ---   - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
	                                   ---       data is passed. If this flag is not specified, and more data is passed on update, the buffer
	                                   ---       will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
	                                   ---       buffers.
	                                   ---   - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
	                                   ---       index buffers.

--- Update dynamic vertex buffer.
func.update { cname = "update_dynamic_vertex_buffer" }
	"void"
	.handle      "DynamicVertexBufferHandle" --- Dynamic vertex buffer handle.
	.startVertex "uint32_t"                  --- Start vertex.
	.mem         "const Memory*"             --- Vertex buffer data.

--- Destroy dynamic vertex buffer.
func.destroy { cname = "destroy_dynamic_vertex_buffer" }
	"void"
	.handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer handle.

--- Returns number of requested or maximum available indices.
func.getAvailTransientIndexBuffer
	"uint32_t"      --- Number of requested or maximum available indices.
	.num "uint32_t" --- Number of required indices.
	.index32 "bool" --- Set to `true` if input indices will be 32-bit.
	 { default = false }

--- Returns number of requested or maximum available vertices.
func.getAvailTransientVertexBuffer
	"uint32_t"                     --- Number of requested or maximum available vertices.
	.num    "uint32_t"             --- Number of required vertices.
	.layout "const VertexLayout &" --- Vertex layout.

--- Returns number of requested or maximum available instance buffer slots.
func.getAvailInstanceDataBuffer
	"uint32_t"         --- Number of requested or maximum available instance buffer slots.
	.num    "uint32_t" --- Number of required instances.
	.stride "uint16_t" --- Stride per instance.

--- Allocate transient index buffer.
---
func.allocTransientIndexBuffer
	"void"
	.tib     "TransientIndexBuffer*" { out } --- TransientIndexBuffer structure will be filled, and will be valid
	                                         --- for the duration of frame, and can be reused for multiple draw
	                                         --- calls.
	.num     "uint32_t"                      --- Number of indices to allocate.
	.index32 "bool"                          --- Set to `true` if input indices will be 32-bit.
	 { default = false }

--- Allocate transient vertex buffer.
func.allocTransientVertexBuffer
	"void"
	.tvb    "TransientVertexBuffer*" { out } --- TransientVertexBuffer structure will be filled, and will be valid
	                                         --- for the duration of frame, and can be reused for multiple draw
	                                         --- calls.
	.num    "uint32_t"                       --- Number of vertices to allocate.
	.layout "const VertexLayout &"           --- Vertex layout.

--- Check for required space and allocate transient vertex and index
--- buffers. If both space requirements are satisfied function returns
--- true.
---
func.allocTransientBuffers
	"bool"
	.tvb         "TransientVertexBuffer*" { out } --- TransientVertexBuffer structure will be filled, and will be valid
	                                              --- for the duration of frame, and can be reused for multiple draw
	                                              --- calls.
	.layout      "const VertexLayout &"           --- Vertex layout.
	.numVertices "uint32_t"                       --- Number of vertices to allocate.
	.tib         "TransientIndexBuffer*" { out }  --- TransientIndexBuffer structure will be filled, and will be valid
	                                              --- for the duration of frame, and can be reused for multiple draw
	                                              --- calls.
	.numIndices  "uint32_t"                       --- Number of indices to allocate.
	.index32 "bool"                               --- Set to `true` if input indices will be 32-bit.
	 { default = false }

--- Allocate instance data buffer.
func.allocInstanceDataBuffer
	"void"
	.idb    "InstanceDataBuffer*" { out } --- InstanceDataBuffer structure will be filled, and will be valid
	                                      --- for duration of frame, and can be reused for multiple draw
	                                      --- calls.
	.num    "uint32_t"                    --- Number of instances.
	.stride "uint16_t"                    --- Instance stride. Must be multiple of 16.

--- Create draw indirect buffer.
func.createIndirectBuffer
	"IndirectBufferHandle" --- Indirect buffer handle.
	.num "uint32_t"        --- Number of indirect calls.

--- Destroy draw indirect buffer.
func.destroy { cname = "destroy_indirect_buffer" }
	"void"
	.handle "IndirectBufferHandle" --- Indirect buffer handle.

--- Create shader from memory buffer.
---
--- @remarks
---   Shader binary is obtained by compiling shader offline with shaderc command line tool.
---
func.createShader
	"ShaderHandle"       --- Shader handle.
	.mem "const Memory*" --- Shader binary.

--- Returns the number of uniforms and uniform handles used inside a shader.
---
--- @remarks
---   Only non-predefined uniforms are returned.
---
func.getShaderUniforms
	"uint16_t"                         --- Number of uniforms used by shader.
	.handle   "ShaderHandle"           --- Shader handle.
	.uniforms "UniformHandle*" { out } --- UniformHandle array where data will be stored.
	 { default = NULL }
	.max      "uint16_t"               --- Maximum capacity of array.
	 { default = 0 }

--- Set shader debug name.
func.setName { cname = "set_shader_name" }
	"void"
	.handle "ShaderHandle"   --- Shader handle.
	.name   "const char*"    --- Shader name.
	.len    "int32_t"        --- Shader name length (if length is INT32_MAX, it's expected
	 { default = INT32_MAX } --- that _name is zero terminated string).

--- Destroy shader.
---
--- @remark Once a shader program is created with _handle,
---   it is safe to destroy that shader.
---
func.destroy { cname = "destroy_shader" }
	"void"
	.handle "ShaderHandle" --- Shader handle.

--- Create program with vertex and fragment shaders.
func.createProgram
	"ProgramHandle"        --- Program handle if vertex shader output and fragment shader
	                       --- input are matching, otherwise returns invalid program handle.
	.vsh "ShaderHandle"    --- Vertex shader.
	.fsh "ShaderHandle"    --- Fragment shader.
	.destroyShaders "bool" --- If true, shaders will be destroyed when program is destroyed.
	 { default = false }

--- Create program with compute shader.
func.createProgram { cname = "create_compute_program" }
	"ProgramHandle"        --- Program handle.
	.csh "ShaderHandle"    --- Compute shader.
	.destroyShaders "bool" --- If true, shaders will be destroyed when program is destroyed.
	 { default = false }

--- Destroy program.
func.destroy { cname = "destroy_program" }
	"void"
	.handle "ProgramHandle" --- Program handle.

--- Validate texture parameters.
func.isTextureValid
	"bool"                           --- True if a texture with the same parameters can be created.
	.depth     "uint16_t"            --- Depth dimension of volume texture.
	.cubeMap   "bool"                --- Indicates that texture contains cubemap.
	.numLayers "uint16_t"            --- Number of layers in texture array.
	.format    "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`.
	.flags     "uint64_t"            --- Texture flags. See `BGFX_TEXTURE_*`.

--- Validate frame buffer parameters.
func.isFrameBufferValid
	"bool"                              --- True if a frame buffer with the same parameters can be created.
	.num            "uint8_t"           --- Number of attachments.
	.attachment     "const Attachment*" --- Attachment texture info. See: `bgfx::Attachment`.

--- Calculate amount of memory required for texture.
func.calcTextureSize
	"void"
	.info      "TextureInfo &" { out } --- Resulting texture info structure. See: `TextureInfo`.
	.width     "uint16_t"              --- Width.
	.height    "uint16_t"              --- Height.
	.depth     "uint16_t"              --- Depth dimension of volume texture.
	.cubeMap   "bool"                  --- Indicates that texture contains cubemap.
	.hasMips   "bool"                  --- Indicates that texture contains full mip-map chain.
	.numLayers "uint16_t"              --- Number of layers in texture array.
	.format    "TextureFormat::Enum"   --- Texture format. See: `TextureFormat::Enum`.

--- Create texture from memory buffer.
func.createTexture
	"TextureHandle"                            --- Texture handle.
	.mem   "const Memory*"                     --- DDS, KTX or PVR texture binary data.
	.flags "uint64_t"                          --- Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
	 { default = "BGFX_TEXTURE_NONE|BGFX_SAMPLER_NONE" } --- flags. Default texture sampling mode is linear, and wrap mode is repeat.
	                                           --- - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
	                                           ---   mode.
	                                           --- - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
	                                           ---   sampling.
	.skip  "uint8_t"                           --- Skip top level mips when parsing texture.
	 { default = 0 }
	.info  "TextureInfo*" { out }              --- When non-`NULL` is specified it returns parsed texture information.
	 { default = NULL }

--- Create 2D texture.
func.createTexture2D
	"TextureHandle"                            --- Texture handle.
	.width     "uint16_t"                      --- Width.
	.height    "uint16_t"                      --- Height.
	.hasMips   "bool"                          --- Indicates that texture contains full mip-map chain.
	.numLayers "uint16_t"                      --- Number of layers in texture array. Must be 1 if caps
	                                           --- `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set.
	.format    "TextureFormat::Enum"           --- Texture format. See: `TextureFormat::Enum`.
	.flags     "uint64_t"                      --- Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
	 { default = "BGFX_TEXTURE_NONE|BGFX_SAMPLER_NONE" } --- flags. Default texture sampling mode is linear, and wrap mode is repeat.
	                                           --- - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
	                                           ---   mode.
	                                           --- - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
	                                           ---   sampling.
	.mem       "const Memory*"                 --- Texture data. If `_mem` is non-NULL, created texture will be immutable. If
	 { default = NULL }                        --- `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than
	                                           --- 1, expected memory layout is texture and all mips together for each array element.

--- Create texture with size based on back-buffer ratio. Texture will maintain ratio
--- if back buffer resolution changes.
func.createTexture2D { cname = "create_texture_2d_scaled" }
	"TextureHandle"                            --- Texture handle.
	.ratio     "BackbufferRatio::Enum"         --- Texture size in respect to back-buffer size. See: `BackbufferRatio::Enum`.
	.hasMips   "bool"                          --- Indicates that texture contains full mip-map chain.
	.numLayers "uint16_t"                      --- Number of layers in texture array. Must be 1 if caps
	                                           --- `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set.
	.format    "TextureFormat::Enum"           --- Texture format. See: `TextureFormat::Enum`.
	.flags     "uint64_t"                      --- Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
	 { default = "BGFX_TEXTURE_NONE|BGFX_SAMPLER_NONE" }
	                                           --- flags. Default texture sampling mode is linear, and wrap mode is repeat.
	                                           --- - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
	                                           ---   mode.
	                                           --- - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
	                                           ---   sampling.

--- Create 3D texture.
func.createTexture3D
	"TextureHandle"                            --- Texture handle.
	.width     "uint16_t"                      --- Width.
	.height    "uint16_t"                      --- Height.
	.depth     "uint16_t"                      --- Depth.
	.hasMips   "bool"                          --- Indicates that texture contains full mip-map chain.
	.format    "TextureFormat::Enum"           --- Texture format. See: `TextureFormat::Enum`.
	.flags     "uint64_t"                      --- Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
	 { default = "BGFX_TEXTURE_NONE|BGFX_SAMPLER_NONE" }
	                                           --- flags. Default texture sampling mode is linear, and wrap mode is repeat.
	                                           --- - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
	                                           ---   mode.
	                                           --- - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
	                                           ---   sampling.
	.mem       "const Memory*"                 --- Texture data. If `_mem` is non-NULL, created texture will be immutable. If
	 { default = NULL }                        --- `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than
	                                           --- 1, expected memory layout is texture and all mips together for each array element.

--- Create Cube texture.
func.createTextureCube
	"TextureHandle"                            --- Texture handle.
	.size      "uint16_t"                      --- Cube side size.
	.hasMips   "bool"                          --- Indicates that texture contains full mip-map chain.
	.numLayers "uint16_t"                      --- Number of layers in texture array. Must be 1 if caps
	                                           --- `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set.
	.format    "TextureFormat::Enum"           --- Texture format. See: `TextureFormat::Enum`.
	.flags     "uint64_t"                      --- Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
	 { default = "BGFX_TEXTURE_NONE|BGFX_SAMPLER_NONE" }
	                                           --- flags. Default texture sampling mode is linear, and wrap mode is repeat.
	                                           --- - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
	                                           ---   mode.
	                                           --- - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
	                                           ---   sampling.
	.mem       "const Memory*"                 --- Texture data. If `_mem` is non-NULL, created texture will be immutable. If
	 { default = NULL }                        --- `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than
	                                           --- 1, expected memory layout is texture and all mips together for each array element.

--- Update 2D texture.
---
--- @attention It's valid to update only mutable texture. See `bgfx::createTexture2D` for more info.
---
func.updateTexture2D
	"void"
	.handle "TextureHandle" --- Texture handle.
	.layer  "uint16_t"      --- Layer in texture array.
	.mip    "uint8_t"       --- Mip level.
	.x      "uint16_t"      --- X offset in texture.
	.y      "uint16_t"      --- Y offset in texture.
	.width  "uint16_t"      --- Width of texture block.
	.height "uint16_t"      --- Height of texture block.
	.mem    "const Memory*" --- Texture update data.
	.pitch  "uint16_t"      --- Pitch of input image (bytes). When _pitch is set to
	                        --- UINT16_MAX, it will be calculated internally based on _width.
	 { default = UINT16_MAX }

--- Update 3D texture.
---
--- @attention It's valid to update only mutable texture. See `bgfx::createTexture3D` for more info.
---
func.updateTexture3D
	"void"
	.handle "TextureHandle" --- Texture handle.
	.mip    "uint8_t"       --- Mip level.
	.x      "uint16_t"      --- X offset in texture.
	.y      "uint16_t"      --- Y offset in texture.
	.z      "uint16_t"      --- Z offset in texture.
	.width  "uint16_t"      --- Width of texture block.
	.height "uint16_t"      --- Height of texture block.
	.depth  "uint16_t"      --- Depth of texture block.
	.mem    "const Memory*" --- Texture update data.

--- Update Cube texture.
---
--- @attention It's valid to update only mutable texture. See `bgfx::createTextureCube` for more info.
---
func.updateTextureCube
	"void"
	.handle "TextureHandle" --- Texture handle.
	.layer  "uint16_t"      --- Layer in texture array.
	.side   "uint8_t"       --- Cubemap side `BGFX_CUBE_MAP_<POSITIVE or NEGATIVE>_<X, Y or Z>`,
	                        ---   where 0 is +X, 1 is -X, 2 is +Y, 3 is -Y, 4 is +Z, and 5 is -Z.
	                        ---
	                        ---                  +----------+
	                        ---                  |-z       2|
	                        ---                  | ^  +y    |
	                        ---                  | |        |    Unfolded cube:
	                        ---                  | +---->+x |
	                        ---       +----------+----------+----------+----------+
	                        ---       |+y       1|+y       4|+y       0|+y       5|
	                        ---       | ^  -x    | ^  +z    | ^  +x    | ^  -z    |
	                        ---       | |        | |        | |        | |        |
	                        ---       | +---->+z | +---->+x | +---->-z | +---->-x |
	                        ---       +----------+----------+----------+----------+
	                        ---                  |+z       3|
	                        ---                  | ^  -y    |
	                        ---                  | |        |
	                        ---                  | +---->+x |
	                        ---                  +----------+
	.mip    "uint8_t"       --- Mip level.
	.x      "uint16_t"      --- X offset in texture.
	.y      "uint16_t"      --- Y offset in texture.
	.width  "uint16_t"      --- Width of texture block.
	.height "uint16_t"      --- Height of texture block.
	.mem    "const Memory*" --- Texture update data.
	.pitch  "uint16_t"      --- Pitch of input image (bytes). When _pitch is set to
	                        --- UINT16_MAX, it will be calculated internally based on _width.
	 { default = UINT16_MAX }

--- Read back texture content.
---
--- @attention Texture must be created with `BGFX_TEXTURE_READ_BACK` flag.
--- @attention Availability depends on: `BGFX_CAPS_TEXTURE_READ_BACK`.
---
func.readTexture
	"uint32_t"              --- Frame number when the result will be available. See: `bgfx::frame`.
	.handle "TextureHandle" --- Texture handle.
	.data   "void*"         --- Destination buffer.
	.mip    "uint8_t"       --- Mip level.
	 { default = 0 }

--- Set texture debug name.
func.setName { cname = "set_texture_name" }
	"void"
	.handle "TextureHandle"  --- Texture handle.
	.name   "const char*"    --- Texture name.
	.len    "int32_t"        --- Texture name length (if length is INT32_MAX, it's expected
	 { default = INT32_MAX } --- that _name is zero terminated string.

--- Returns texture direct access pointer.
---
--- @attention Availability depends on: `BGFX_CAPS_TEXTURE_DIRECT_ACCESS`. This feature
---   is available on GPUs that have unified memory architecture (UMA) support.
---
func.getDirectAccessPtr
	"void*"                 --- Pointer to texture memory. If returned pointer is `NULL` direct access
	                        --- is not available for this texture. If pointer is `UINTPTR_MAX` sentinel value
	                        --- it means texture is pending creation. Pointer returned can be cached and it
	                        --- will be valid until texture is destroyed.
	.handle "TextureHandle" --- Texture handle.

--- Destroy texture.
func.destroy { cname = "destroy_texture" }
	"void"
	.handle "TextureHandle" --- Texture handle.

--- Create frame buffer (simple).
func.createFrameBuffer
	"FrameBufferHandle"                 --- Frame buffer handle.
	.width        "uint16_t"            --- Texture width.
	.height       "uint16_t"            --- Texture height.
	.format       "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`.
	.textureFlags "uint64_t"            --- Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
	 { default = "BGFX_SAMPLER_U_CLAMP|BGFX_SAMPLER_V_CLAMP" }
	                                    --- flags. Default texture sampling mode is linear, and wrap mode is repeat.
	                                    --- - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
	                                    ---   mode.
	                                    --- - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
	                                    ---   sampling.

--- Create frame buffer with size based on back-buffer ratio. Frame buffer will maintain ratio
--- if back buffer resolution changes.
func.createFrameBuffer { cname = "create_frame_buffer_scaled" }
	"FrameBufferHandle"                 --- Frame buffer handle.
	.ratio  "BackbufferRatio::Enum"     --- Frame buffer size in respect to back-buffer size. See:
	                                    --- `BackbufferRatio::Enum`.
	.format "TextureFormat::Enum"       --- Texture format. See: `TextureFormat::Enum`.
	.textureFlags "uint64_t"            --- Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
	 { default = "BGFX_SAMPLER_U_CLAMP|BGFX_SAMPLER_V_CLAMP" }
	                                    --- flags. Default texture sampling mode is linear, and wrap mode is repeat.
	                                    --- - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
	                                    ---   mode.
	                                    --- - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
	                                    ---   sampling.

--- Create MRT frame buffer from texture handles (simple).
func.createFrameBuffer { cname = "create_frame_buffer_from_handles" }
	"FrameBufferHandle"                    --- Frame buffer handle.
	.num            "uint8_t"              --- Number of texture handles.
	.handles        "const TextureHandle*" --- Texture attachments.
	.destroyTexture "bool"                 --- If true, textures will be destroyed when
	 { default = false }                   --- frame buffer is destroyed.

--- Create MRT frame buffer from texture handles with specific layer and
--- mip level.
func.createFrameBuffer { cname = "create_frame_buffer_from_attachment" }
	"FrameBufferHandle"                 --- Frame buffer handle.
	.num            "uint8_t"           --- Number of attachments.
	.attachment     "const Attachment*" --- Attachment texture info. See: `bgfx::Attachment`.
	.destroyTexture "bool"              --- If true, textures will be destroyed when
	 { default = false }                --- frame buffer is destroyed.

--- Create frame buffer for multiple window rendering.
---
--- @remarks
---   Frame buffer cannot be used for sampling.
---
--- @attention Availability depends on: `BGFX_CAPS_SWAP_CHAIN`.
---
func.createFrameBuffer { cname = "create_frame_buffer_from_nwh" }
	"FrameBufferHandle"                --- Frame buffer handle.
	.nwh         "void*"               --- OS' target native window handle.
	.width       "uint16_t"            --- Window back buffer width.
	.height      "uint16_t"            --- Window back buffer height.
	.format      "TextureFormat::Enum" --- Window back buffer color format.
	 { default = "TextureFormat::Count" }
	.depthFormat "TextureFormat::Enum" --- Window back buffer depth format.
	 { default = "TextureFormat::Count" }

--- Set frame buffer debug name.
func.setName { cname = "set_frame_buffer_name" }
	"void"
	.handle "FrameBufferHandle" --- Frame buffer handle.
	.name   "const char*"       --- Frame buffer name.
	.len    "int32_t"           --- Frame buffer name length (if length is INT32_MAX, it's expected
	 { default = INT32_MAX }    --- that _name is zero terminated string.

--- Obtain texture handle of frame buffer attachment.
func.getTexture
	"TextureHandle"
	.handle     "FrameBufferHandle" --- Frame buffer handle.
	.attachment "uint8_t"
	 { default = 0 }

--- Destroy frame buffer.
func.destroy { cname = "destroy_frame_buffer" }
	"void"
	.handle "FrameBufferHandle" --- Frame buffer handle.

--- Create shader uniform parameter.
---
--- @remarks
---   1. Uniform names are unique. It's valid to call `bgfx::createUniform`
---      multiple times with the same uniform name. The library will always
---      return the same handle, but the handle reference count will be
---      incremented. This means that the same number of `bgfx::destroyUniform`
---      must be called to properly destroy the uniform.
---
---   2. Predefined uniforms (declared in `bgfx_shader.sh`):
---      - `u_viewRect vec4(x, y, width, height)` - view rectangle for current
---        view, in pixels.
---      - `u_viewTexel vec4(1.0/width, 1.0/height, undef, undef)` - inverse
---        width and height
---      - `u_view mat4` - view matrix
---      - `u_invView mat4` - inverted view matrix
---      - `u_proj mat4` - projection matrix
---      - `u_invProj mat4` - inverted projection matrix
---      - `u_viewProj mat4` - concatenated view projection matrix
---      - `u_invViewProj mat4` - concatenated inverted view projection matrix
---      - `u_model mat4[BGFX_CONFIG_MAX_BONES]` - array of model matrices.
---      - `u_modelView mat4` - concatenated model view matrix, only first
---        model matrix from array is used.
---      - `u_invModelView mat4` - inverted concatenated model view matrix.
---      - `u_modelViewProj mat4` - concatenated model view projection matrix.
---      - `u_alphaRef float` - alpha reference value for alpha test.
---
func.createUniform
	"UniformHandle"           --- Handle to uniform object.
	.name "const char*"       --- Uniform name in shader.
	.type "UniformType::Enum" --- Type of uniform (See: `bgfx::UniformType`).
	.num  "uint16_t"          --- Number of elements in array.
	 { default = 1 }

--- Create shader uniform parameter.
---
--- @remarks
---   1. Uniform names are unique. It's valid to call `bgfx::createUniform`
---      multiple times with the same uniform name. The library will always
---      return the same handle, but the handle reference count will be
---      incremented. This means that the same number of `bgfx::destroyUniform`
---      must be called to properly destroy the uniform.
---
---   2. Predefined uniforms (declared in `bgfx_shader.sh`):
---      - `u_viewRect vec4(x, y, width, height)` - view rectangle for current
---        view, in pixels.
---      - `u_viewTexel vec4(1.0/width, 1.0/height, undef, undef)` - inverse
---        width and height
---      - `u_view mat4` - view matrix
---      - `u_invView mat4` - inverted view matrix
---      - `u_proj mat4` - projection matrix
---      - `u_invProj mat4` - inverted projection matrix
---      - `u_viewProj mat4` - concatenated view projection matrix
---      - `u_invViewProj mat4` - concatenated inverted view projection matrix
---      - `u_model mat4[BGFX_CONFIG_MAX_BONES]` - array of model matrices.
---      - `u_modelView mat4` - concatenated model view matrix, only first
---        model matrix from array is used.
---      - `u_invModelView mat4` - inverted concatenated model view matrix.
---      - `u_modelViewProj mat4` - concatenated model view projection matrix.
---      - `u_alphaRef float` - alpha reference value for alpha test.
---
func.createUniform { cname = "create_uniform_with_freq" }
	"UniformHandle"           --- Handle to uniform object.
	.name "const char*"       --- Uniform name in shader.
	.freq "UniformFreq::Enum" --- Uniform change frequency (See: `bgfx::UniformFreq`).
	.type "UniformType::Enum" --- Type of uniform (See: `bgfx::UniformType`).
	.num  "uint16_t"          --- Number of elements in array.
	 { default = 1 }

--- Retrieve uniform info.
func.getUniformInfo
	"void"
	.handle "UniformHandle"         --- Handle to uniform object.
	.info   "UniformInfo &" { out } --- Uniform info.

--- Destroy shader uniform parameter.
func.destroy { cname = "destroy_uniform" }
	"void"
	.handle "UniformHandle" --- Handle to uniform object.

--- Create occlusion query.
func.createOcclusionQuery
	"OcclusionQueryHandle" --- Handle to occlusion query object.

--- Retrieve occlusion query result from previous frame.
func.getResult
	"OcclusionQueryResult::Enum"   --- Occlusion query result.
	.handle "OcclusionQueryHandle" --- Handle to occlusion query object.
	.result "int32_t*" { out }     --- Number of pixels that passed test. This argument
	                               --- can be `NULL` if result of occlusion query is not needed.
	 { default = NULL }

--- Destroy occlusion query.
func.destroy { cname = "destroy_occlusion_query" }
	"void"
	.handle "OcclusionQueryHandle" --- Handle to occlusion query object.

--- Set palette color value.
func.setPaletteColor
	"void"
	.index "uint8_t"        --- Index into palette.
	.rgba  "const float[4]" --- RGBA floating point values.

--- Set palette color value.
func.setPaletteColor { cname = "set_palette_color_rgba32f" }
	"void"
	.index "uint8_t" --- Index into palette.
	.r     "float"   --- Red value (RGBA floating point values)
	.g     "float"   --- Green value (RGBA floating point values)
	.b     "float"   --- Blue value (RGBA floating point values)
	.a     "float"   --- Alpha value (RGBA floating point values)

--- Set palette color value.
func.setPaletteColor { cname = "set_palette_color_rgba8" }
	"void"
	.index "uint8_t"  --- Index into palette.
	.rgba  "uint32_t" --- Packed 32-bit RGBA value.

--- Set view name.
---
--- @remarks
---   This is debug only feature.
---
---   In graphics debugger view name will appear as:
---
---       "nnnc <view name>"
---        ^  ^ ^
---        |  +--- compute (C)
---        +------ view id
---
func.setViewName
	"void"
	.id   "ViewId"           --- View id.
	.name "const char*"      --- View name.
	.len    "int32_t"        --- View name length (if length is INT32_MAX, it's expected
	 { default = INT32_MAX } --- that _name is zero terminated string.

--- Set view rectangle. Draw primitive outside view will be clipped.
func.setViewRect
	"void"
	.id     "ViewId"   --- View id.
	.x      "uint16_t" --- Position x from the left corner of the window.
	.y      "uint16_t" --- Position y from the top corner of the window.
	.width  "uint16_t" --- Width of view port region.
	.height "uint16_t" --- Height of view port region.

--- Set view rectangle. Draw primitive outside view will be clipped.
func.setViewRect { cname = "set_view_rect_ratio" }
	"void"
	.id    "ViewId"                --- View id.
	.x     "uint16_t"              --- Position x from the left corner of the window.
	.y     "uint16_t"              --- Position y from the top corner of the window.
	.ratio "BackbufferRatio::Enum" --- Width and height will be set in respect to back-buffer size.
	                               --- See: `BackbufferRatio::Enum`.

--- Set view scissor. Draw primitive outside view will be clipped. When
--- _x, _y, _width and _height are set to 0, scissor will be disabled.
func.setViewScissor
	"void"
	.id     "ViewId"   --- View id.
	.x      "uint16_t" --- Position x from the left corner of the window.
	 { default = 0 }
	.y      "uint16_t" --- Position y from the top corner of the window.
	 { default = 0 }
	.width  "uint16_t" --- Width of view scissor region.
	 { default = 0 }
	.height "uint16_t" --- Height of view scissor region.
	 { default = 0 }

--- Set view clear flags.
func.setViewClear
	"void"
	.id      "ViewId"   --- View id.
	.flags   "uint16_t" --- Clear flags. Use `BGFX_CLEAR_NONE` to remove any clear
	                    --- operation. See: `BGFX_CLEAR_*`.
	.rgba    "uint32_t" --- Color clear value.
	 { default = "0x000000ff" }
	.depth   "float"    --- Depth clear value.
	 { default = "1.0f" }
	.stencil "uint8_t"  --- Stencil clear value.
	 { default = 0 }

--- Set view clear flags with different clear color for each
--- frame buffer texture. `bgfx::setPaletteColor` must be used to set up a
--- clear color palette.
func.setViewClear { cname = "set_view_clear_mrt" }
	"void"
	.id      "ViewId"   --- View id.
	.flags   "uint16_t" --- Clear flags. Use `BGFX_CLEAR_NONE` to remove any clear
	                    --- operation. See: `BGFX_CLEAR_*`.
	.depth   "float"    --- Depth clear value.
	.stencil "uint8_t"  --- Stencil clear value.
	.c0      "uint8_t"  --- Palette index for frame buffer attachment 0.
	 { default = UINT8_MAX }
	.c1      "uint8_t"  --- Palette index for frame buffer attachment 1.
	 { default = UINT8_MAX }
	.c2      "uint8_t"  --- Palette index for frame buffer attachment 2.
	 { default = UINT8_MAX }
	.c3      "uint8_t"  --- Palette index for frame buffer attachment 3.
	 { default = UINT8_MAX }
	.c4      "uint8_t"  --- Palette index for frame buffer attachment 4.
	 { default = UINT8_MAX }
	.c5      "uint8_t"  --- Palette index for frame buffer attachment 5.
	 { default = UINT8_MAX }
	.c6      "uint8_t"  --- Palette index for frame buffer attachment 6.
	 { default = UINT8_MAX }
	.c7      "uint8_t"  --- Palette index for frame buffer attachment 7.
	 { default = UINT8_MAX }

--- Set view sorting mode.
---
--- @remarks
---   View mode must be set prior calling `bgfx::submit` for the view.
---
func.setViewMode
	"void"
	.id   "ViewId"         --- View id.
	.mode "ViewMode::Enum" --- View sort mode. See `ViewMode::Enum`.
	 { default = "ViewMode::Default" }

--- Set view frame buffer.
---
--- @remarks
---   Not persistent after `bgfx::reset` call.
---
func.setViewFrameBuffer
	"void"
	.id     "ViewId"            --- View id.
	.handle "FrameBufferHandle" --- Frame buffer handle. Passing `BGFX_INVALID_HANDLE` as
	                            --- frame buffer handle will draw primitives from this view into
	                            --- default back buffer.

--- Set view's view matrix and projection matrix,
--- all draw primitives in this view will use these two matrices.
func.setViewTransform
	"void"
	.id   "ViewId"      --- View id.
	.view "const void*" --- View matrix.
	.proj "const void*" --- Projection matrix.

--- Post submit view reordering.
func.setViewOrder
	"void"
	.id    "ViewId"        --- First view id.
	 { default = 0 }
	.num   "uint16_t"      --- Number of views to remap.
	 { default = UINT16_MAX }
	.order "const ViewId*" --- View remap id table. Passing `NULL` will reset view ids
	                       --- to default state.
	 { default = NULL }

--- Set view shading rate.
---
--- @attention Availability depends on: `BGFX_CAPS_VARIABLE_RATE_SHADING`.
---
func.setViewShadingRate
	"void"
	.id          "ViewId"            --- View id.
	.shadingRate "ShadingRate::Enum" --- Shading rate.
	 { default = "ShadingRate::Rate1x1" }

--- Reset all view settings to default.
func.resetView
	"void"
	.id "ViewId" --- _id View id.

--- Begin submitting draw calls from thread.
func.begin { cname = "encoder_begin" }
	"Encoder*"        --- Encoder.
	.forThread "bool" --- Explicitly request an encoder for a worker thread.
	 { default = false }

--- End submitting draw calls from thread.
func["end"] { cname = "encoder_end" }
	"void"
	.encoder "Encoder*" --- Encoder.

--- Sets a debug marker. This allows you to group graphics calls together for easy browsing in
--- graphics debugging tools.
func.Encoder.setMarker
	"void"
	.name   "const char*"       --- Marker name.
	.len    "int32_t"           --- Marker name length (if length is INT32_MAX, it's expected
	 { default = INT32_MAX }    --- that _name is zero terminated string.

--- Set render states for draw primitive.
---
--- @remarks
---   1. To set up more complex states use:
---      `BGFX_STATE_ALPHA_REF(_ref)`,
---      `BGFX_STATE_POINT_SIZE(_size)`,
---      `BGFX_STATE_BLEND_FUNC(_src, _dst)`,
---      `BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)`,
---      `BGFX_STATE_BLEND_EQUATION(_equation)`,
---      `BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)`
---   2. `BGFX_STATE_BLEND_EQUATION_ADD` is set when no other blend
---      equation is specified.
---
func.Encoder.setState
	"void"
	.state "uint64_t" --- State flags. Default state for primitive type is
	                  ---   triangles. See: `BGFX_STATE_DEFAULT`.
	                  ---   - `BGFX_STATE_DEPTH_TEST_*` - Depth test function.
	                  ---   - `BGFX_STATE_BLEND_*` - See remark 1 about BGFX_STATE_BLEND_FUNC.
	                  ---   - `BGFX_STATE_BLEND_EQUATION_*` - See remark 2.
	                  ---   - `BGFX_STATE_CULL_*` - Backface culling mode.
	                  ---   - `BGFX_STATE_WRITE_*` - Enable R, G, B, A or Z write.
	                  ---   - `BGFX_STATE_MSAA` - Enable hardware multisample antialiasing.
	                  ---   - `BGFX_STATE_PT_[TRISTRIP/LINES/POINTS]` - Primitive type.
	.rgba  "uint32_t" --- Sets blend factor used by `BGFX_STATE_BLEND_FACTOR` and
	                  ---   `BGFX_STATE_BLEND_INV_FACTOR` blend modes.
	 { default = 0 }

--- Set condition for rendering.
func.Encoder.setCondition
	"void"
	.handle  "OcclusionQueryHandle" --- Occlusion query handle.
	.visible "bool"                 --- Render if occlusion query is visible.

--- Set stencil test state.
func.Encoder.setStencil
	"void"
	.fstencil "uint32_t" --- Front stencil state.
	.bstencil "uint32_t" --- Back stencil state. If back is set to `BGFX_STENCIL_NONE`
	                     --- _fstencil is applied to both front and back facing primitives.
	 { default = "BGFX_STENCIL_NONE" }

--- Set scissor for draw primitive.
---
--- @remark
---   To scissor for all primitives in view see `bgfx::setViewScissor`.
---
func.Encoder.setScissor
	"uint16_t"         --- Scissor cache index.
	.x      "uint16_t" --- Position x from the left corner of the window.
	.y      "uint16_t" --- Position y from the top corner of the window.
	.width  "uint16_t" --- Width of view scissor region.
	.height "uint16_t" --- Height of view scissor region.

--- Set scissor from cache for draw primitive.
---
--- @remark
---   To scissor for all primitives in view see `bgfx::setViewScissor`.
---
func.Encoder.setScissor { cname = "set_scissor_cached" }
	"void"
	.cache "uint16_t" --- Index in scissor cache.
	 { default = UINT16_MAX }

--- Set model matrix for draw primitive. If it is not called,
--- the model will be rendered with an identity model matrix.
func.Encoder.setTransform
	"uint32_t"         --- Index into matrix cache in case the same model matrix has
	                   --- to be used for other draw primitive call.
	.mtx "const void*" --- Pointer to first matrix in array.
	.num "uint16_t"    --- Number of matrices in array.
	 { default = 1 }

---  Set model matrix from matrix cache for draw primitive.
func.Encoder.setTransform { cname = "set_transform_cached" }
	"void"
	.cache "uint32_t" --- Index in matrix cache.
	.num   "uint16_t" --- Number of matrices from cache.
	 { default = 1 }

--- Reserve matrices in internal matrix cache.
---
--- @attention Pointer returned can be modified until `bgfx::frame` is called.
---
func.Encoder.allocTransform
	"uint32_t"                      --- Index in matrix cache.
	.transform "Transform*" { out } --- Pointer to `Transform` structure.
	.num       "uint16_t"           --- Number of matrices.

--- Set shader uniform parameter for draw primitive.
func.Encoder.setUniform
	"void"
	.handle "UniformHandle" --- Uniform.
	.value  "const void*"   --- Pointer to uniform data.
	.num    "uint16_t"      --- Number of elements. Passing `UINT16_MAX` will
	                        --- use the _num passed on uniform creation.
	 { default = 1 }

--- Set shader uniform parameter for view.
---
--- @attention Uniform must be created with `bgfx::UniformFreq::View` argument.
---
func.setViewUniform
	"void"
	.id     "ViewId"        --- View id.
	.handle "UniformHandle" --- Uniform.
	.value  "const void*"   --- Pointer to uniform data.
	.num    "uint16_t"      --- Number of elements. Passing `UINT16_MAX` will
	                        --- use the _num passed on uniform creation.
	 { default = 1 }

--- Set shader uniform parameter for frame.
---
--- @attention Uniform must be created with `bgfx::UniformFreq::View` argument.
---
func.setFrameUniform
	"void"
	.handle "UniformHandle" --- Uniform.
	.value  "const void*"   --- Pointer to uniform data.
	.num    "uint16_t"      --- Number of elements. Passing `UINT16_MAX` will
	                        --- use the _num passed on uniform creation.
	 { default = 1 }

--- Set index buffer for draw primitive.
func.Encoder.setIndexBuffer { cpponly }
	"void"
	.handle     "IndexBufferHandle" --- Index buffer.

--- Set index buffer for draw primitive.
func.Encoder.setIndexBuffer
	"void"
	.handle     "IndexBufferHandle" --- Index buffer.
	.firstIndex "uint32_t"          --- First index to render.
	.numIndices "uint32_t"          --- Number of indices to render.

--- Set index buffer for draw primitive.
func.Encoder.setIndexBuffer { cpponly }
	"void"
	.handle     "DynamicIndexBufferHandle" --- Dynamic index buffer.

--- Set index buffer for draw primitive.
func.Encoder.setIndexBuffer { cname = "set_dynamic_index_buffer" }
	"void"
	.handle     "DynamicIndexBufferHandle" --- Dynamic index buffer.
	.firstIndex "uint32_t"                 --- First index to render.
	.numIndices "uint32_t"                 --- Number of indices to render.

--- Set index buffer for draw primitive.
func.Encoder.setIndexBuffer { cpponly }
	"void"
	.tib        "const TransientIndexBuffer*" --- Transient index buffer.

--- Set index buffer for draw primitive.
func.Encoder.setIndexBuffer { cname = "set_transient_index_buffer" }
	"void"
	.tib        "const TransientIndexBuffer*" --- Transient index buffer.
	.firstIndex "uint32_t"                    --- First index to render.
	.numIndices "uint32_t"                    --- Number of indices to render.

--- Set vertex buffer for draw primitive.
func.Encoder.setVertexBuffer { cpponly }
	"void"
	.stream      "uint8_t"            --- Vertex stream.
	.handle      "VertexBufferHandle" --- Vertex buffer.

--- Set vertex buffer for draw primitive.
func.Encoder.setVertexBuffer { conly }
	"void"
	.stream       "uint8_t"            --- Vertex stream.
	.handle       "VertexBufferHandle" --- Vertex buffer.
	.startVertex  "uint32_t"           --- First vertex to render.
	.numVertices  "uint32_t"           --- Number of vertices to render.

--- Set vertex buffer for draw primitive.
func.Encoder.setVertexBuffer { cname = "set_vertex_buffer_with_layout" }
	"void"
	.stream       "uint8_t"            --- Vertex stream.
	.handle       "VertexBufferHandle" --- Vertex buffer.
	.startVertex  "uint32_t"           --- First vertex to render.
	.numVertices  "uint32_t"           --- Number of vertices to render.
	.layoutHandle "VertexLayoutHandle" --- Vertex layout for aliasing vertex buffer. If invalid
	                                   --- handle is used, vertex layout used for creation
	                                   --- of vertex buffer will be used.
	 { default = "BGFX_INVALID_HANDLE" }

--- Set vertex buffer for draw primitive.
func.Encoder.setVertexBuffer { cpponly }
	"void"
	.stream      "uint8_t"                   --- Vertex stream.
	.handle      "DynamicVertexBufferHandle" --- Dynamic vertex buffer.

--- Set vertex buffer for draw primitive.
func.Encoder.setVertexBuffer { conly, cname = "set_dynamic_vertex_buffer" }
	"void"
	.stream       "uint8_t"                   --- Vertex stream.
	.handle       "DynamicVertexBufferHandle" --- Dynamic vertex buffer.
	.startVertex  "uint32_t"                  --- First vertex to render.
	.numVertices  "uint32_t"                  --- Number of vertices to render.

func.Encoder.setVertexBuffer { cname = "set_dynamic_vertex_buffer_with_layout" }
	"void"
	.stream       "uint8_t"                   --- Vertex stream.
	.handle       "DynamicVertexBufferHandle" --- Dynamic vertex buffer.
	.startVertex  "uint32_t"                  --- First vertex to render.
	.numVertices  "uint32_t"                  --- Number of vertices to render.
	.layoutHandle "VertexLayoutHandle"        --- Vertex layout for aliasing vertex buffer. If invalid
	                                          --- handle is used, vertex layout used for creation
	                                          --- of vertex buffer will be used.
	 { default = "BGFX_INVALID_HANDLE" }

--- Set vertex buffer for draw primitive.
func.Encoder.setVertexBuffer { cpponly }
	"void"
	.stream      "uint8_t"                      --- Vertex stream.
	.tvb         "const TransientVertexBuffer*" --- Transient vertex buffer.

--- Set vertex buffer for draw primitive.
func.Encoder.setVertexBuffer { conly, cname = "set_transient_vertex_buffer" }
	"void"
	.stream       "uint8_t"                      --- Vertex stream.
	.tvb          "const TransientVertexBuffer*" --- Transient vertex buffer.
	.startVertex  "uint32_t"                     --- First vertex to render.
	.numVertices  "uint32_t"                     --- Number of vertices to render.

--- Set vertex buffer for draw primitive.
func.Encoder.setVertexBuffer { cname = "set_transient_vertex_buffer_with_layout" }
	"void"
	.stream       "uint8_t"                      --- Vertex stream.
	.tvb          "const TransientVertexBuffer*" --- Transient vertex buffer.
	.startVertex  "uint32_t"                     --- First vertex to render.
	.numVertices  "uint32_t"                     --- Number of vertices to render.
	.layoutHandle "VertexLayoutHandle"           --- Vertex layout for aliasing vertex buffer. If invalid
	                                             --- handle is used, vertex layout used for creation
	                                             --- of vertex buffer will be used.
	 { default = "BGFX_INVALID_HANDLE" }

--- Set number of vertices for auto generated vertices use in conjunction
--- with gl_VertexID.
---
--- @attention Availability depends on: `BGFX_CAPS_VERTEX_ID`.
---
func.Encoder.setVertexCount
	"void"
	.numVertices "uint32_t" --- Number of vertices.

--- Set instance data buffer for draw primitive.
func.Encoder.setInstanceDataBuffer { cpponly }
	"void"
	.idb   "const InstanceDataBuffer*" --- Transient instance data buffer.

--- Set instance data buffer for draw primitive.
func.Encoder.setInstanceDataBuffer
	"void"
	.idb   "const InstanceDataBuffer*" --- Transient instance data buffer.
	.start "uint32_t"                  --- First instance data.
	.num   "uint32_t"                  --- Number of data instances.

--- Set instance data buffer for draw primitive.
func.Encoder.setInstanceDataBuffer { cname = "set_instance_data_from_vertex_buffer" }
	"void"
	.handle      "VertexBufferHandle" --- Vertex buffer.
	.startVertex "uint32_t"           --- First instance data.
	.num         "uint32_t"           --- Number of data instances.

--- Set instance data buffer for draw primitive.
func.Encoder.setInstanceDataBuffer { cname = "set_instance_data_from_dynamic_vertex_buffer" }
	"void"
	.handle      "DynamicVertexBufferHandle" --- Dynamic vertex buffer.
	.startVertex "uint32_t"                  --- First instance data.
	.num         "uint32_t"                  --- Number of data instances.

--- Set number of instances for auto generated instances use in conjunction
--- with gl_InstanceID.
---
--- @attention Availability depends on: `BGFX_CAPS_VERTEX_ID`.
---
func.Encoder.setInstanceCount
	"void"
	.numInstances "uint32_t" --- Number of instances.

--- Set texture stage for draw primitive.
func.Encoder.setTexture
	"void"
	.stage   "uint8_t"        --- Texture unit.
	.sampler "UniformHandle"  --- Program sampler.
	.handle  "TextureHandle"  --- Texture handle.
	.flags   "uint32_t"       --- Texture sampling mode. Default value UINT32_MAX uses
	 { default = UINT32_MAX } ---   texture sampling settings from the texture.
	                          ---   - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
	                          ---     mode.
	                          ---   - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
	                          ---     sampling.

--- Submit an empty primitive for rendering. Uniforms and draw state
--- will be applied but no geometry will be submitted. Useful in cases
--- when no other draw/compute primitive is submitted to view, but it's
--- desired to execute clear view.
---
--- @remark
---   These empty draw calls will sort before ordinary draw calls.
---
func.Encoder.touch
	"void"
	.id "ViewId" --- View id.

--- Submit primitive for rendering.
func.Encoder.submit
	"void"
	.id            "ViewId"        --- View id.
	.program       "ProgramHandle" --- Program.
	.depth         "uint32_t"      --- Depth for sorting.
	 { default = 0 }
	.flags         "uint8_t"       --- Discard or preserve states. See `BGFX_DISCARD_*`.
	 { default = "BGFX_DISCARD_ALL" }

--- Submit primitive with occlusion query for rendering.
func.Encoder.submit { cname = "submit_occlusion_query" }
	"void"
	.id             "ViewId"               --- View id.
	.program        "ProgramHandle"        --- Program.
	.occlusionQuery "OcclusionQueryHandle" --- Occlusion query.
	.depth          "uint32_t"             --- Depth for sorting.
	 { default = 0 }
	.flags          "uint8_t"              --- Discard or preserve states. See `BGFX_DISCARD_*`.
	 { default = "BGFX_DISCARD_ALL" }

--- Submit primitive for rendering with index and instance data info from
--- indirect buffer.
---
--- @attention Availability depends on: `BGFX_CAPS_DRAW_INDIRECT`.
---
func.Encoder.submit { cname = "submit_indirect" }
	"void"
	.id             "ViewId"               --- View id.
	.program        "ProgramHandle"        --- Program.
	.indirectHandle "IndirectBufferHandle" --- Indirect buffer.
	.start          "uint32_t"             --- First element in indirect buffer.
	 { default = 0 }
	.num            "uint32_t"             --- Number of draws.
	 { default = 1 }
	.depth          "uint32_t"             --- Depth for sorting.
	 { default = 0 }
	.flags          "uint8_t"              --- Discard or preserve states. See `BGFX_DISCARD_*`.
	 { default = "BGFX_DISCARD_ALL" }

--- Submit primitive for rendering with index and instance data info and
--- draw count from indirect buffers.
---
--- @attention Availability depends on: `BGFX_CAPS_DRAW_INDIRECT_COUNT`.
---
func.Encoder.submit { cname = "submit_indirect_count" }
	"void"
	.id             "ViewId"               --- View id.
	.program        "ProgramHandle"        --- Program.
	.indirectHandle "IndirectBufferHandle" --- Indirect buffer.
	.start          "uint32_t"             --- First element in indirect buffer.
	.numHandle      "IndexBufferHandle"    --- Buffer for number of draws. Must be
	                                       ---   created with `BGFX_BUFFER_INDEX32` and `BGFX_BUFFER_DRAW_INDIRECT`.
	.numIndex       "uint32_t"             --- Element in number buffer.
	{ default = 0 }
	.numMax         "uint32_t"             --- Max number of draws.
	{ default = UINT32_MAX }
	.depth          "uint32_t"             --- Depth for sorting.
	{ default = 0 }
	.flags          "uint8_t"              --- Discard or preserve states. See `BGFX_DISCARD_*`.
	{ default = "BGFX_DISCARD_ALL" }

--- Set compute index buffer.
func.Encoder.setBuffer { cname = "set_compute_index_buffer" }
	"void"
	.stage  "uint8_t"           --- Compute stage.
	.handle "IndexBufferHandle" --- Index buffer handle.
	.access "Access::Enum"      --- Buffer access. See `Access::Enum`.

--- Set compute vertex buffer.
func.Encoder.setBuffer { cname = "set_compute_vertex_buffer" }
	"void"
	.stage  "uint8_t"            --- Compute stage.
	.handle "VertexBufferHandle" --- Vertex buffer handle.
	.access "Access::Enum"       --- Buffer access. See `Access::Enum`.

--- Set compute dynamic index buffer.
func.Encoder.setBuffer { cname = "set_compute_dynamic_index_buffer" }
	"void"
	.stage  "uint8_t"                  --- Compute stage.
	.handle "DynamicIndexBufferHandle" --- Dynamic index buffer handle.
	.access "Access::Enum"             --- Buffer access. See `Access::Enum`.

--- Set compute dynamic vertex buffer.
func.Encoder.setBuffer { cname = "set_compute_dynamic_vertex_buffer" }
	"void"
	.stage  "uint8_t"                   --- Compute stage.
	.handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer handle.
	.access "Access::Enum"              --- Buffer access. See `Access::Enum`.

--- Set compute indirect buffer.
func.Encoder.setBuffer { cname = "set_compute_indirect_buffer" }
	"void"
	.stage  "uint8_t"              --- Compute stage.
	.handle "IndirectBufferHandle" --- Indirect buffer handle.
	.access "Access::Enum"         --- Buffer access. See `Access::Enum`.

--- Set compute image from texture.
func.Encoder.setImage
	"void"
	.stage  "uint8_t"              --- Compute stage.
	.handle "TextureHandle"        --- Texture handle.
	.mip    "uint8_t"              --- Mip level.
	.access "Access::Enum"         --- Image access. See `Access::Enum`.
	.format "TextureFormat::Enum"  --- Texture format. See: `TextureFormat::Enum`.
	 { default = "TextureFormat::Count" }

--- Dispatch compute.
func.Encoder.dispatch
	"void"
	.id      "ViewId"        --- View id.
	.program "ProgramHandle" --- Compute program.
	.numX    "uint32_t"      --- Number of groups X.
	 { default = 1 }
	.numY    "uint32_t"      --- Number of groups Y.
	 { default = 1 }
	.numZ    "uint32_t"      --- Number of groups Z.
	 { default = 1 }
	.flags   "uint8_t"       --- Discard or preserve states. See `BGFX_DISCARD_*`.
	 { default = "BGFX_DISCARD_ALL" }

--- Dispatch compute indirect.
func.Encoder.dispatch { cname = "dispatch_indirect" }
	"void"
	.id             "ViewId"               --- View id.
	.program        "ProgramHandle"        --- Compute program.
	.indirectHandle "IndirectBufferHandle" --- Indirect buffer.
	.start          "uint32_t"             --- First element in indirect buffer.
	 { default = 0 }
	.num            "uint32_t"             --- Number of dispatches.
	 { default = 1 }
	.flags   "uint8_t"                     --- Discard or preserve states. See `BGFX_DISCARD_*`.
	 { default = "BGFX_DISCARD_ALL" }

--- Discard previously set state for draw or compute call.
func.Encoder.discard
	"void"
	.flags   "uint8_t" --- Discard or preserve states. See `BGFX_DISCARD_*`.
	 { default = "BGFX_DISCARD_ALL" }

--- Blit 2D texture region between two 2D textures.
---
--- @attention Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag.
--- @attention Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`.
---
func.Encoder.blit { cpponly }
	"void"
	.id     "ViewId"        --- View id.
	.dst    "TextureHandle" --- Destination texture handle.
	.dstX   "uint16_t"      --- Destination texture X position.
	.dstY   "uint16_t"      --- Destination texture Y position.
	.src    "TextureHandle" --- Source texture handle.
	.srcX   "uint16_t"      --- Source texture X position.
	 { default = 0 }
	.srcY   "uint16_t"      --- Source texture Y position.
	 { default = 0 }
	.width  "uint16_t"      --- Width of region.
	 { default = UINT16_MAX }
	.height "uint16_t"      --- Height of region.
	 { default = UINT16_MAX }

--- Blit 2D texture region between two 2D textures.
---
--- @attention Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag.
--- @attention Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`.
---
func.Encoder.blit
	"void"
	.id     "ViewId"        --- View id.
	.dst    "TextureHandle" --- Destination texture handle.
	.dstMip "uint8_t"       --- Destination texture mip level.
	.dstX   "uint16_t"      --- Destination texture X position.
	.dstY   "uint16_t"      --- Destination texture Y position.
	.dstZ   "uint16_t"      --- If texture is 2D this argument should be 0. If destination texture is cube
	                        --- this argument represents destination texture cube face. For 3D texture this argument
	                        --- represents destination texture Z position.
	.src    "TextureHandle" --- Source texture handle.
	.srcMip "uint8_t"       --- Source texture mip level.
	 { default = 0 }
	.srcX   "uint16_t"      --- Source texture X position.
	 { default = 0 }
	.srcY   "uint16_t"      --- Source texture Y position.
	 { default = 0 }
	.srcZ   "uint16_t"      --- If texture is 2D this argument should be 0. If source texture is cube
	                        --- this argument represents source texture cube face. For 3D texture this argument
	                        --- represents source texture Z position.
	 { default = 0 }
	.width  "uint16_t"      --- Width of region.
	 { default = UINT16_MAX }
	.height "uint16_t"      --- Height of region.
	 { default = UINT16_MAX }
	.depth  "uint16_t"      --- If texture is 3D this argument represents depth of region, otherwise it's
	                        --- unused.
	 { default = UINT16_MAX }

--- Request screen shot of window back buffer.
---
--- @remarks
---   `bgfx::CallbackI::screenShot` must be implemented.
--- @attention Frame buffer handle must be created with OS' target native window handle.
---
func.requestScreenShot
	"void"
	.handle   "FrameBufferHandle" --- Frame buffer handle. If handle is `BGFX_INVALID_HANDLE` request will be
	                              --- made for main window back buffer.
	.filePath "const char*"       --- Will be passed to `bgfx::CallbackI::screenShot` callback.

--- Render frame.
---
--- @attention `bgfx::renderFrame` is blocking call. It waits for
---   `bgfx::frame` to be called from API thread to process frame.
---   If timeout value is passed call will timeout and return even
---   if `bgfx::frame` is not called.
---
--- @warning This call should be only used on platforms that don't
---   allow creating separate rendering thread. If it is called before
---   to bgfx::init, render thread won't be created by bgfx::init call.
---
func.renderFrame
	"RenderFrame::Enum" --- Current renderer context state. See: `bgfx::RenderFrame`.
	.msecs "int32_t"    --- Timeout in milliseconds.
	{ default = -1 }

--- Set platform data.
---
--- @warning Must be called before `bgfx::init`.
---
func.setPlatformData
	"void"
	.data "const PlatformData &" --- Platform data.

--- Get internal data for interop.
---
--- @attention It's expected you understand some bgfx internals before you
---   use this call.
---
--- @warning Must be called only on render thread.
---
func.getInternalData
	"const InternalData*" --- Internal data.

--- Override internal texture with externally created texture. Previously
--- created internal texture will released.
---
--- @attention It's expected you understand some bgfx internals before you
---   use this call.
---
--- @warning Must be called only on render thread.
---
func.overrideInternal { cname = "override_internal_texture_ptr" }
	"uintptr_t"                  --- Native API pointer to texture. If result is 0, texture is not created
	                             --- yet from the main thread.
	.handle      "TextureHandle" --- Texture handle.
	.ptr         "uintptr_t"     --- Native API pointer to texture.
	.layerIndex  "uint16_t"      --- Layer index for texture arrays (only implemented for D3D11).
	{ default = 0 }

--- Override internal texture by creating new texture. Previously created
--- internal texture will released.
---
--- @attention It's expected you understand some bgfx internals before you
---   use this call.
---
--- @returns Native API pointer to texture. If result is 0, texture is not created yet from the
---   main thread.
---
--- @warning Must be called only on render thread.
---
func.overrideInternal { cname = "override_internal_texture" }
	"uintptr_t"                    --- Native API pointer to texture. If result is 0, texture is not created
	                               --- yet from the main thread.
	.handle  "TextureHandle"       --- Texture handle.
	.width   "uint16_t"            --- Width.
	.height  "uint16_t"            --- Height.
	.numMips "uint8_t"             --- Number of mip-maps.
	.format  "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`.
	.flags   "uint64_t"            --- Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
	                               --- flags. Default texture sampling mode is linear, and wrap mode is repeat.
	                               --- - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
	                               ---   mode.
	                               --- - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
	                               ---   sampling.
	{ default = "BGFX_TEXTURE_NONE | BGFX_SAMPLER_NONE" }

-- Legacy API:

--- Sets a debug marker. This allows you to group graphics calls together for easy browsing in
--- graphics debugging tools.
func.setMarker
	"void"
	.name   "const char*"    --- Marker name.
	.len    "int32_t"        --- Marker name length (if length is INT32_MAX, it's expected
	 { default = INT32_MAX } --- that _name is zero terminated string.

--- Set render states for draw primitive.
---
--- @remarks
---   1. To set up more complex states use:
---      `BGFX_STATE_ALPHA_REF(_ref)`,
---      `BGFX_STATE_POINT_SIZE(_size)`,
---      `BGFX_STATE_BLEND_FUNC(_src, _dst)`,
---      `BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)`,
---      `BGFX_STATE_BLEND_EQUATION(_equation)`,
---      `BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)`
---   2. `BGFX_STATE_BLEND_EQUATION_ADD` is set when no other blend
---      equation is specified.
---
func.setState
	"void"
	.state "uint64_t" --- State flags. Default state for primitive type is
	                  ---   triangles. See: `BGFX_STATE_DEFAULT`.
	                  ---   - `BGFX_STATE_DEPTH_TEST_*` - Depth test function.
	                  ---   - `BGFX_STATE_BLEND_*` - See remark 1 about BGFX_STATE_BLEND_FUNC.
	                  ---   - `BGFX_STATE_BLEND_EQUATION_*` - See remark 2.
	                  ---   - `BGFX_STATE_CULL_*` - Backface culling mode.
	                  ---   - `BGFX_STATE_WRITE_*` - Enable R, G, B, A or Z write.
	                  ---   - `BGFX_STATE_MSAA` - Enable hardware multisample antialiasing.
	                  ---   - `BGFX_STATE_PT_[TRISTRIP/LINES/POINTS]` - Primitive type.
	.rgba  "uint32_t" --- Sets blend factor used by `BGFX_STATE_BLEND_FACTOR` and
	                  ---   `BGFX_STATE_BLEND_INV_FACTOR` blend modes.
	 { default = 0 }

--- Set condition for rendering.
func.setCondition
	"void"
	.handle  "OcclusionQueryHandle" --- Occlusion query handle.
	.visible "bool"                 --- Render if occlusion query is visible.

--- Set stencil test state.
func.setStencil
	"void"
	.fstencil "uint32_t" --- Front stencil state.
	.bstencil "uint32_t" --- Back stencil state. If back is set to `BGFX_STENCIL_NONE`
	                     --- _fstencil is applied to both front and back facing primitives.
	 { default = "BGFX_STENCIL_NONE" }

--- Set scissor for draw primitive.
---
--- @remark
---   To scissor for all primitives in view see `bgfx::setViewScissor`.
---
func.setScissor
	"uint16_t"         --- Scissor cache index.
	.x      "uint16_t" --- Position x from the left corner of the window.
	.y      "uint16_t" --- Position y from the top corner of the window.
	.width  "uint16_t" --- Width of view scissor region.
	.height "uint16_t" --- Height of view scissor region.

--- Set scissor from cache for draw primitive.
---
--- @remark
---   To scissor for all primitives in view see `bgfx::setViewScissor`.
---
func.setScissor { cname = "set_scissor_cached" }
	"void"
	.cache "uint16_t" --- Index in scissor cache.
	 { default = UINT16_MAX }

--- Set model matrix for draw primitive. If it is not called,
--- the model will be rendered with an identity model matrix.
func.setTransform
	"uint32_t"         --- Index into matrix cache in case the same model matrix has
	                   --- to be used for other draw primitive call.
	.mtx "const void*" --- Pointer to first matrix in array.
	.num "uint16_t"    --- Number of matrices in array.
	 { default = 1 }

---  Set model matrix from matrix cache for draw primitive.
func.setTransform { cname = "set_transform_cached" }
	"void"
	.cache "uint32_t" --- Index in matrix cache.
	.num   "uint16_t" --- Number of matrices from cache.
	 { default = 1 }

--- Reserve matrices in internal matrix cache.
---
--- @attention Pointer returned can be modified until `bgfx::frame` is called.
---
func.allocTransform
	"uint32_t"                      --- Index in matrix cache.
	.transform "Transform*" { out } --- Pointer to `Transform` structure.
	.num       "uint16_t"           --- Number of matrices.

--- Set shader uniform parameter for draw primitive.
func.setUniform
	"void"
	.handle "UniformHandle" --- Uniform.
	.value  "const void*"   --- Pointer to uniform data.
	.num    "uint16_t"      --- Number of elements. Passing `UINT16_MAX` will
	                        --- use the _num passed on uniform creation.
	 { default = 1 }

--- Set index buffer for draw primitive.
func.setIndexBuffer { cpponly }
	"void"
	.handle     "IndexBufferHandle" --- Index buffer.

--- Set index buffer for draw primitive.
func.setIndexBuffer
	"void"
	.handle     "IndexBufferHandle" --- Index buffer.
	.firstIndex "uint32_t"          --- First index to render.
	.numIndices "uint32_t"          --- Number of indices to render.

--- Set index buffer for draw primitive.
func.setIndexBuffer { cpponly }
	"void"
	.handle     "DynamicIndexBufferHandle" --- Dynamic index buffer.

--- Set index buffer for draw primitive.
func.setIndexBuffer { cname = "set_dynamic_index_buffer" }
	"void"
	.handle     "DynamicIndexBufferHandle" --- Dynamic index buffer.
	.firstIndex "uint32_t"                 --- First index to render.
	.numIndices "uint32_t"                 --- Number of indices to render.

--- Set index buffer for draw primitive.
func.setIndexBuffer { cpponly }
	"void"
	.tib        "const TransientIndexBuffer*" --- Transient index buffer.

--- Set index buffer for draw primitive.
func.setIndexBuffer { cname = "set_transient_index_buffer" }
	"void"
	.tib        "const TransientIndexBuffer*" --- Transient index buffer.
	.firstIndex "uint32_t"                    --- First index to render.
	.numIndices "uint32_t"                    --- Number of indices to render.

--- Set vertex buffer for draw primitive.
func.setVertexBuffer { cpponly }
	"void"
	.stream      "uint8_t"            --- Vertex stream.
	.handle      "VertexBufferHandle" --- Vertex buffer.

--- Set vertex buffer for draw primitive.
func.setVertexBuffer { conly }
	"void"
	.stream      "uint8_t"                   --- Vertex stream.
	.handle      "VertexBufferHandle"        --- Vertex buffer.
	.startVertex "uint32_t"                  --- First vertex to render.
	.numVertices "uint32_t"                  --- Number of vertices to render.

--- Set vertex buffer for draw primitive.
func.setVertexBuffer { cname = "set_vertex_buffer_with_layout" }
	"void"
	.stream      "uint8_t"                   --- Vertex stream.
	.handle      "VertexBufferHandle"        --- Vertex buffer.
	.startVertex "uint32_t"                  --- First vertex to render.
	.numVertices "uint32_t"                  --- Number of vertices to render.
	.layoutHandle "VertexLayoutHandle"       --- Vertex layout for aliasing vertex buffer. If invalid
	                                         --- handle is used, vertex layout used for creation
	                                         --- of vertex buffer will be used.
	 { default = "BGFX_INVALID_HANDLE" }

--- Set vertex buffer for draw primitive.
func.setVertexBuffer { cpponly }
	"void"
	.stream      "uint8_t"                   --- Vertex stream.
	.handle      "DynamicVertexBufferHandle" --- Dynamic vertex buffer.

--- Set vertex buffer for draw primitive.
func.setVertexBuffer { conly, cname = "set_dynamic_vertex_buffer" }
	"void"
	.stream      "uint8_t"                   --- Vertex stream.
	.handle      "DynamicVertexBufferHandle" --- Dynamic vertex buffer.
	.startVertex "uint32_t"                  --- First vertex to render.
	.numVertices "uint32_t"                  --- Number of vertices to render.

--- Set vertex buffer for draw primitive.
func.setVertexBuffer { cname = "set_dynamic_vertex_buffer_with_layout" }
	"void"
	.stream      "uint8_t"                   --- Vertex stream.
	.handle      "DynamicVertexBufferHandle" --- Dynamic vertex buffer.
	.startVertex "uint32_t"                  --- First vertex to render.
	.numVertices "uint32_t"                  --- Number of vertices to render.
	.layoutHandle "VertexLayoutHandle"       --- Vertex layout for aliasing vertex buffer. If invalid
	                                         --- handle is used, vertex layout used for creation
	                                         --- of vertex buffer will be used.
	 { default = "BGFX_INVALID_HANDLE" }


--- Set vertex buffer for draw primitive.
func.setVertexBuffer { cpponly }
	"void"
	.stream      "uint8_t"                      --- Vertex stream.
	.tvb         "const TransientVertexBuffer*" --- Transient vertex buffer.

--- Set vertex buffer for draw primitive.
func.setVertexBuffer { conly, cname = "set_transient_vertex_buffer" }
	"void"
	.stream      "uint8_t"                      --- Vertex stream.
	.tvb         "const TransientVertexBuffer*" --- Transient vertex buffer.
	.startVertex "uint32_t"                     --- First vertex to render.
	.numVertices "uint32_t"                     --- Number of vertices to render.

--- Set vertex buffer for draw primitive.
func.setVertexBuffer { cname = "set_transient_vertex_buffer_with_layout" }
	"void"
	.stream      "uint8_t"                      --- Vertex stream.
	.tvb         "const TransientVertexBuffer*" --- Transient vertex buffer.
	.startVertex "uint32_t"                     --- First vertex to render.
	.numVertices "uint32_t"                     --- Number of vertices to render.
	.layoutHandle "VertexLayoutHandle"          --- Vertex layout for aliasing vertex buffer. If invalid
	                                            --- handle is used, vertex layout used for creation
	                                            --- of vertex buffer will be used.
	 { default = "BGFX_INVALID_HANDLE" }

--- Set number of vertices for auto generated vertices use in conjunction
--- with gl_VertexID.
---
--- @attention Availability depends on: `BGFX_CAPS_VERTEX_ID`.
---
func.setVertexCount
	"void"
	.numVertices "uint32_t" --- Number of vertices.

--- Set instance data buffer for draw primitive.
func.setInstanceDataBuffer { cpponly }
	"void"
	.idb   "const InstanceDataBuffer*" --- Transient instance data buffer.

--- Set instance data buffer for draw primitive.
func.setInstanceDataBuffer
	"void"
	.idb   "const InstanceDataBuffer*" --- Transient instance data buffer.
	.start "uint32_t"                  --- First instance data.
	.num   "uint32_t"                  --- Number of data instances.

--- Set instance data buffer for draw primitive.
func.setInstanceDataBuffer { cname = "set_instance_data_from_vertex_buffer" }
	"void"
	.handle      "VertexBufferHandle" --- Vertex buffer.
	.startVertex "uint32_t"           --- First instance data.
	.num         "uint32_t"           --- Number of data instances.

--- Set instance data buffer for draw primitive.
func.setInstanceDataBuffer { cname = "set_instance_data_from_dynamic_vertex_buffer" }
	"void"
	.handle      "DynamicVertexBufferHandle" --- Dynamic vertex buffer.
	.startVertex "uint32_t"                  --- First instance data.
	.num         "uint32_t"                  --- Number of data instances.

--- Set number of instances for auto generated instances use in conjunction
--- with gl_InstanceID.
---
--- @attention Availability depends on: `BGFX_CAPS_VERTEX_ID`.
---
func.setInstanceCount
	"void"
	.numInstances "uint32_t" --- Number of instances.

--- Set texture stage for draw primitive.
func.setTexture
	"void"
	.stage   "uint8_t"        --- Texture unit.
	.sampler "UniformHandle"  --- Program sampler.
	.handle  "TextureHandle"  --- Texture handle.
	.flags   "uint32_t"       --- Texture sampling mode. Default value UINT32_MAX uses
	 { default = UINT32_MAX } ---   texture sampling settings from the texture.
	                          ---   - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
	                          ---     mode.
	                          ---   - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
	                          ---     sampling.

--- Submit an empty primitive for rendering. Uniforms and draw state
--- will be applied but no geometry will be submitted.
---
--- @remark
---   These empty draw calls will sort before ordinary draw calls.
---
func.touch
	"void"
	.id "ViewId" --- View id.

--- Submit primitive for rendering.
func.submit
	"void"
	.id            "ViewId"        --- View id.
	.program       "ProgramHandle" --- Program.
	.depth         "uint32_t"      --- Depth for sorting.
	{ default = 0 }
	.flags         "uint8_t"       --- Which states to discard for next draw. See `BGFX_DISCARD_*`.
	{ default = "BGFX_DISCARD_ALL" }

--- Submit primitive with occlusion query for rendering.
func.submit { cname = "submit_occlusion_query" }
	"void"
	.id             "ViewId"               --- View id.
	.program        "ProgramHandle"        --- Program.
	.occlusionQuery "OcclusionQueryHandle" --- Occlusion query.
	.depth          "uint32_t"             --- Depth for sorting.
	{ default = 0 }
	.flags          "uint8_t"              --- Which states to discard for next draw. See `BGFX_DISCARD_*`.
	{ default = "BGFX_DISCARD_ALL" }

--- Submit primitive for rendering with index and instance data info from
--- indirect buffer.
---
--- @attention Availability depends on: `BGFX_CAPS_DRAW_INDIRECT`.
---
func.submit { cname = "submit_indirect" }
	"void"
	.id             "ViewId"               --- View id.
	.program        "ProgramHandle"        --- Program.
	.indirectHandle "IndirectBufferHandle" --- Indirect buffer.
	.start          "uint32_t"             --- First element in indirect buffer.
	{ default = 0 }
	.num            "uint32_t"             --- Number of draws.
	{ default = 1 }
	.depth          "uint32_t"             --- Depth for sorting.
	{ default = 0 }
	.flags          "uint8_t"              --- Which states to discard for next draw. See `BGFX_DISCARD_*`.
	{ default = "BGFX_DISCARD_ALL" }

--- Submit primitive for rendering with index and instance data info and
--- draw count from indirect buffers.
---
--- @attention Availability depends on: `BGFX_CAPS_DRAW_INDIRECT_COUNT`.
---
func.submit { cname = "submit_indirect_count" }
	"void"
	.id             "ViewId"               --- View id.
	.program        "ProgramHandle"        --- Program.
	.indirectHandle "IndirectBufferHandle" --- Indirect buffer.
	.start          "uint32_t"             --- First element in indirect buffer.
	.numHandle      "IndexBufferHandle"    --- Buffer for number of draws. Must be
	                                       ---   created with `BGFX_BUFFER_INDEX32` and `BGFX_BUFFER_DRAW_INDIRECT`.
	.numIndex       "uint32_t"             --- Element in number buffer.
	{ default = 0 }
	.numMax         "uint32_t"             --- Max number of draws.
	{ default = UINT32_MAX }
	.depth          "uint32_t"             --- Depth for sorting.
	{ default = 0 }
	.flags          "uint8_t"              --- Which states to discard for next draw. See `BGFX_DISCARD_*`.
	{ default = "BGFX_DISCARD_ALL" }

--- Set compute index buffer.
func.setBuffer { cname = "set_compute_index_buffer" }
	"void"
	.stage  "uint8_t"           --- Compute stage.
	.handle "IndexBufferHandle" --- Index buffer handle.
	.access "Access::Enum"      --- Buffer access. See `Access::Enum`.

--- Set compute vertex buffer.
func.setBuffer { cname = "set_compute_vertex_buffer" }
	"void"
	.stage  "uint8_t"            --- Compute stage.
	.handle "VertexBufferHandle" --- Vertex buffer handle.
	.access "Access::Enum"       --- Buffer access. See `Access::Enum`.

--- Set compute dynamic index buffer.
func.setBuffer { cname = "set_compute_dynamic_index_buffer" }
	"void"
	.stage  "uint8_t"                  --- Compute stage.
	.handle "DynamicIndexBufferHandle" --- Dynamic index buffer handle.
	.access "Access::Enum"             --- Buffer access. See `Access::Enum`.

--- Set compute dynamic vertex buffer.
func.setBuffer { cname = "set_compute_dynamic_vertex_buffer" }
	"void"
	.stage  "uint8_t"                   --- Compute stage.
	.handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer handle.
	.access "Access::Enum"              --- Buffer access. See `Access::Enum`.

--- Set compute indirect buffer.
func.setBuffer { cname = "set_compute_indirect_buffer" }
	"void"
	.stage  "uint8_t"              --- Compute stage.
	.handle "IndirectBufferHandle" --- Indirect buffer handle.
	.access "Access::Enum"         --- Buffer access. See `Access::Enum`.

--- Set compute image from texture.
func.setImage
	"void"
	.stage  "uint8_t"              --- Compute stage.
	.handle "TextureHandle"        --- Texture handle.
	.mip    "uint8_t"              --- Mip level.
	.access "Access::Enum"         --- Image access. See `Access::Enum`.
	.format "TextureFormat::Enum"  --- Texture format. See: `TextureFormat::Enum`.
	 { default = "TextureFormat::Count" }

--- Dispatch compute.
func.dispatch
	"void"
	.id      "ViewId"        --- View id.
	.program "ProgramHandle" --- Compute program.
	.numX    "uint32_t"      --- Number of groups X.
	 { default = 1 }
	.numY    "uint32_t"      --- Number of groups Y.
	 { default = 1 }
	.numZ    "uint32_t"      --- Number of groups Z.
	 { default = 1 }
	.flags   "uint8_t"       --- Discard or preserve states. See `BGFX_DISCARD_*`.
	 { default = "BGFX_DISCARD_ALL" }

--- Dispatch compute indirect.
func.dispatch { cname = "dispatch_indirect" }
	"void"
	.id             "ViewId"               --- View id.
	.program        "ProgramHandle"        --- Compute program.
	.indirectHandle "IndirectBufferHandle" --- Indirect buffer.
	.start          "uint32_t"             --- First element in indirect buffer.
	 { default = 0 }
	.num            "uint32_t"             --- Number of dispatches.
	 { default = 1 }
	.flags   "uint8_t"                     --- Discard or preserve states. See `BGFX_DISCARD_*`.
	 { default = "BGFX_DISCARD_ALL" }

--- Discard previously set state for draw or compute call.
func.discard
	"void"
	.flags   "uint8_t"     --- Draw/compute states to discard.
	 { default = "BGFX_DISCARD_ALL" }

--- Blit 2D texture region between two 2D textures.
---
--- @attention Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag.
--- @attention Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`.
---
func.blit { cpponly }
	"void"
	.id     "ViewId"        --- View id.
	.dst    "TextureHandle" --- Destination texture handle.
	.dstX   "uint16_t"      --- Destination texture X position.
	.dstY   "uint16_t"      --- Destination texture Y position.
	.src    "TextureHandle" --- Source texture handle.
	.srcX   "uint16_t"      --- Source texture X position.
	 { default = 0 }
	.srcY   "uint16_t"      --- Source texture Y position.
	 { default = 0 }
	.width  "uint16_t"      --- Width of region.
	 { default = UINT16_MAX }
	.height "uint16_t"      --- Height of region.
	 { default = UINT16_MAX }

--- Blit 2D texture region between two 2D textures.
---
--- @attention Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag.
--- @attention Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`.
---
func.blit
	"void"
	.id     "ViewId"        --- View id.
	.dst    "TextureHandle" --- Destination texture handle.
	.dstMip "uint8_t"       --- Destination texture mip level.
	.dstX   "uint16_t"      --- Destination texture X position.
	.dstY   "uint16_t"      --- Destination texture Y position.
	.dstZ   "uint16_t"      --- If texture is 2D this argument should be 0. If destination texture is cube
	                        --- this argument represents destination texture cube face. For 3D texture this argument
	                        --- represents destination texture Z position.
	.src    "TextureHandle" --- Source texture handle.
	.srcMip "uint8_t"       --- Source texture mip level.
	 { default = 0 }
	.srcX   "uint16_t"      --- Source texture X position.
	 { default = 0 }
	.srcY   "uint16_t"      --- Source texture Y position.
	 { default = 0 }
	.srcZ   "uint16_t"      --- If texture is 2D this argument should be 0. If source texture is cube
	                        --- this argument represents source texture cube face. For 3D texture this argument
	                        --- represents source texture Z position.
	 { default = 0 }
	.width  "uint16_t"      --- Width of region.
	 { default = UINT16_MAX }
	.height "uint16_t"      --- Height of region.
	 { default = UINT16_MAX }
	.depth  "uint16_t"      --- If texture is 3D this argument represents depth of region, otherwise it's
	                        --- unused.
	 { default = UINT16_MAX }
